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

Player: Npc; Tryout Member

Val  Char   Cost
40  STR30
18  DEX24
20  CON20
10  BODY0
13  INT3
11  EGO2
20  PRE10
12  COM1
 
20  PD12
15  ED11
4  SPD12
12  REC0
40  END0
40  STUN0
 
16"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 125

Cost  PowerEND
15  Telescopic Senses (Tiring): +5 versus Range Modifier for Hearing Group and Sight Group (23 Active Points); Costs Endurance (-1/2) 2
10  X-Ray Vision: N-Ray Perception (Sight Group) 0
3  Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) 0
5  Thermalvision: Infrared Perception (Sight Group) 0
5  Ultravision: Ultraviolet Perception (Sight Group) 0
5  Nightsight: Nightvision 0
5  Heat Trace Reading: Tracking with Infrared Perception 0
10  Resiliance: Damage Resistance (10 PD/10 ED) 0
10  Heat Vision: RKA 1d6 (15 Active Points); No Knockback (-1/4), Beam (-1/4) 1
20  Amazing Mobility: Multipower, 20-point reserve 
2u  1) Combat Flight: Flight 10" (20 Active Points) 2
2u  2) Supersonic Flight: Flight 5", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (17 Active Points) 2
2u  3) Amazing Speed: Running +10" (16" total) (20 Active Points) 2
Powers Cost: 94

Cost  Skill
3  High Society 13- 
2  KS: Baseball Cards 11- 
2  KS: Classic Literature 11- 
2  KS: High Society 11- 
3  Oratory 13- 
3  Persuasion 13- 
Skills Cost: 15

Cost  Talent
9  Lightning Reflexes: +6 DEX to act first with All Actions 
4  Speed Reading (x10) 
3  Lightning Calculator 
Talents Cost: 16

Val  Disadvantages
15  DNPC: John and Elizabeth Williams (Parents) 8- (Normal; Group DNPC: x2 DNPCs) 
5  Distinctive Features: Classic Handsome Hero (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20  Psychological Limitation: Code Vs Killing (Common, Total) 
15  Psychological Limitation: Nervous around attractive women (Very Common, Moderate) 
15  Psychological Limitation: Responsible, dedicated (Common, Strong) 
15  Rivalry: Professional (Geoffrey Hagenstone (Holocaust), Rival is Significantly More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 
15  Social Limitation: Secret Identity (Geoffrey "Geoff" Williams) (Frequently, Major) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 250


Height: 1.94 mHair: Red
Weight: 114.00 kgEyes: Green
Appearance: Tall, classically handsome superhero with red hair and green eyes. He wears a white body suit with a red "A" on his chest, a red cape, blue trunks, boots, and gloves. He wears a blue tinted pair of goggles to hide his identity.
Personality: A noble, and kindhearted young man, Amazing Man is still new to this. He is less powerful than most bricks, but his other abilities make him more mobile and slightly more versitile. His strength has increased significantly in the last couple of years and does not seem to be linked to his physical maturity, he might grow into a significantly more powerful brick in the near future (with experience and or GM Fiat).
Quote:"Here, let me help you with that."
Background: Amazing Man is unsure of how he got his powers. He's had them as long as he can remember, but he isn't a mutant. His parents a normal and he isn't adopted. What he can't remember and his parents don't know, is that when he as a young child he found a brilliantly glowing stone near the stream by their summer home. This stone may have been one of the fabled, sentient Power Stones of legend. What ever it was it granted a deal of power to the youth and from then on he has been able to do tremenedous things. Raised to believe that he had a duty to those less fortunate than he, Geoff decided to use his powers for good. In his youth he ran afoul of another priviledged young man who was far less responsible and noble in his wealth. Geoffrey Hagenstone, now also known as Holocaust, and Geoffrey Williams never saw eye to eye, they have always been rivals in their civilian identities and if Holocaust ever found out that "the other Geoffrey" was a superhero, he'd hunt him down and destroy him immediately.
Powers/Tactics: A second class brick with mobility. Amazing Man tries to stay one step ahead of his opponents, using his lightning reflexes to act first.
Campaign Use: A do gooder.


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

Player: NPC; Tryouts

Val  Char   Cost
35  STR25
18  DEX24
25  CON30
15  BODY10
10  INT0
15  EGO10
15  PRE5
14  COM2
 
20  PD13
20  ED15
4  SPD12
12  REC0
50  END0
50  STUN4
 
9"  RUN0
5"  SWIM0
17"  LEAP0
Characteristics Cost: 150

Cost  PowerEND
20  Armsweep: Up to 40 STR: Area Of Effect (up to One Hex; +1/2) for up to 40 Active Points (20 Active Points) 2
15  Distance Punch: Double Knockback on up to 40 STR (30 Active Points); Requires A Strength Tricks Skill Roll (-1/2), Increased Endurance Cost (2x END; -1/2) 6
10  Toughness: Damage Resistance (10 PD/10 ED) 0
10  Leaping +10" (17" forward, 8 1/2" upward) 1
6  Running +3" (9" total) 1
3  Swimming +3" (5" total) 1
Powers Cost: 64

Cost  Skill
10  +2 with HTH Combat 
3  Power: Strength 13- 
2  AK: Oregon 11- 
2  KS: College Football 11- 
4  KS: Oregon State University Athletics 13- 
2  Survival (Temperate/Subtropical) 11- 
3  Teamwork 13- 
Skills Cost: 26

Val  Disadvantages
15  DNPC: Henry Jones Sr. (Father) & Margaret Jones (Mother) 8- (Normal; Group DNPC: x2 DNPCs) 
5  Distinctive Features: Goofey looking Costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
20  Psychological Limitation: Thinks he's the physical embodiment of the state of Oregon. (Common, Total) 
15  Psychological Limitation: puts the needs of others before his own. (Common, Strong) 
10  Reputation: Looney Hero, 11- 
15  Social Limitation: Secret Identity: Hank Jones (Frequently, Major) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 240


Height: 2.00 mHair: Brown
Weight: 150.00 kgEyes: Blue
Appearance: A tall, muscular man with cropped brown hair and blue eyes. He wears an orange bodysuit with black boots, gloves, and a brown non functional beaver tail. His helmet looks alot like the "angry" Benny Beaver mascot for Oregon State.
Personality: Hank wants to do good. His strength has grown steadily as he has aged and is at low-superhuman levels now. He also seems to have stopped aging. In his mid 40's now he looks just like he did when he was 20. He believed that he has been imbued with the collective spirit of his home state and that his powers are at their strongest in Oregon. This has kept him from relocating to the usuall superhero "Hotspots".
Quote:"Be a Beaver Believer!"
Background: Hank Jones is a bit eccentric. If he were a villain he might be labled "crazy"; but as a decent, hardworking, and heroic man who just happens to think he's the living embodiment of the spirit of his home sate of oregon, Hank is eccentric. Born two middle class teachers in Eugene, Hank spent many a weekend travelling north to Corvallis with his OSU alumnist father to watch the Beavers play football, basketball, and baseball. To this day, Hank's dad calls him during the weekends to discuss OSU Sports. Hank grew into a large and powerfull young man, he got a football scholarship to OSU and played linebacker as a four year starter. His superhuman physical attributes were tested but their origins were never found and in the early 80's supherhuman testing hadn't really been "perfected". The fact that Hank's teams never posted a winning record, and he never seriously injured anyone led people to disregard the occasional claim of inhuman power. After graduation, Hank took a job in Corvallis, working for HP. Originally a laborer for CDI, he eventually applied for and got a job with HP proper.
One afternoon after stopping at his favorite convenience store, Hank saw three masked men running out of the bank across the street.
One of the men had a gun pointed to the head of a young woman, one of the tellers at the bank and they were screaming. The police had surrounded the area and the robbers had taken a hostage to facilitate escape.
Hank put his groceries down and walked slowly towards the armed men, oblivious to the cries of the police around him.
"Hey, let the girl go man, that's not cool." Hank said calmly.
"F8ck you!" spit the robber, "We're getting out of here or this little girl's brains are going to be all over the sidewalk!"
The other two gunmen looked nervously from eachother to their leader to the cops to Hank.
"Look, let me be your hostage. The girl's scared out of her mind and could panic and start a gunfight, we don't want that; all three of you guys will be killed."
The two lackeys began muttering under their breath, but the hostage taker simply ppointed his gun at the large man in front of him, "You think you're a hero big man? Well let's see you stop bullets!"
With that he fired twice into Hank's chest, and Hank fell to the ground. He quickly returned the gun to the girl's head and angrily repeated his demands that the cops leave him and his friends alone.
He didn't even notice Hank's hand reaching towards his own until it was too late. In seconds, Hank's vice-like grip had crushed the gunman's hand and his weapon, the hostage was on the ground and the gunman in the air, suspended by Hank at arms length. The other twom men dropped their weapons and raised their hands in surrender.
Later...
The emergency technicians shook their heads in disbelief, the bullets hand't pierced his skin. The two red welts where he had been shot were beginning to fade already. Hank left the ambulance under his own power.
Later that week Beaverman made his first official action. He moved to Portland and operates in the Portland/Vancouver area. He has faced off against true criminals and while they derride him for his name and bever inspired costume, they often curse themselves for underestimating him.
Powers/Tactics: Straight up tough man stuff. He has a variety of low level brick tricks.
Campaign Use: Rather silly guy to use for comic relief in the northwest. If you want to make him a little more serious, advance him to his second incarnation as the Trailblazer, increase his STR to 40 and a similar increase in his strongman tricks. If he's too strong, drop some of his strongman tricks.


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

Player: NPC; Tryouts

Val  Char   Cost
10  STR0
17  DEX21
25  CON30
14  BODY8
13  INT3
11  EGO2
13  PRE3
10  COM0
 
8  PD6
7  ED2
4  SPD13
7  REC0
50  END0
30  STUN-2
 
6"  RUN0
2"  SWIM0
12"  LEAP0
Characteristics Cost: 86

Cost  PowerEND
60  Stretching Powers: Multipower, 60-point reserve 
1u  1) Big Fist: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
2u  2) Body Barrier: Force Wall (8 PD/6 ED) (Opaque Sight Group) (45 Active Points); Feedback (-1), No Range (-1/2) 4
1u  3) Bridgework: Flight 8", Usable By Other (+1/4) (20 Active Points); Not Usable By Character (-1/2), No Noncombat Movement (-1/4) 2
3u  4) Gotcha!: Entangle 2d6, 2 DEF, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Feedback (-1), Cannot Form Barriers (-1/4) 0
1u  5) Parasail Form: Gliding 6" (6 Active Points); Lockout (-1/2) 0
3u  6) Safety Pillow: Breakfall 22-, Usable By Other (+1/4) (29 Active Points) 3
1u  7) Spring-Leaping: Leaping +10" (12" forward, 6" upward) (10 Active Points) 1
2u  8) Squeezing Through Cracks: Desolidification (affected by affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 4
3u  9) Suffocate: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6
2u  10) Wraparound: Entangle 5d6, 5 DEF (50 Active Points); Feedback (-1), No Range (-1/2), Cannot Form Barriers (-1/4) 5
30  Malleable Body: Stretching 6" 3
45  Rubbery Body: (Total: 45 Active Cost, 45 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0
Powers Cost: 154

Cost  Skill
5  +1 with HTH Combat 
3  Contortionist 12- 
2  KS: Comic Books 11- 
2  KS: Superbeing World 11- 
Skills Cost: 12

Val  Disadvantages
15  DNPC: Reyanne Parish (Mother) 11- (Normal) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Dedicated to upholding the legacy of his Father (Common, Strong) 
15  Psychological Limitation: Girl crazy/hormonal (Very Common, Moderate) 
10  Reputation: Young Legacy Hero, 11- 
15  Social Limitation: Minor: Age 14 (Frequently, Major) 
15  Social Limitation: Secret Identity: (Kyle Parish) (Frequently, Major) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 2

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 252


Height: 1.80 mHair: Blonde
Weight: 50.00 kgEyes: Blue
Appearance: Tall and skinny, with a bright red costume, the initials BB in black on his chest, Bungee Boy is easy to spot even if he isn't using his powers. He wears yellow goggles, boots, and gloves.
Personality: Kyle is a kid. He manages to keep it together for the most part but its obvious he's a little out of his element. He's brave and responsible for his age, but he is just entering his hormone years and will have trouble keeping his mind on crime if you get the drift.
Quote:"Did you see that Minerva? I got him!"
Background: Kyle Parish, Bungee Boy, is the son of the slain hero Master Elastic. He inherited his father's powers and intends on carrying on the name when he gets older. But as a 14 year old, he has decided that Bungee Boy will enable him to make mistakes as he learns the ropes. Since his father died during the battle of Detroit, and Dr. Destroyer isn't around for him to seek vengence on, Kyle has limited his sights on upholding the legacy of his father.
Powers/Tactics: A stretcher.
Campaign Use: Young and idealistic Bungee Boy is destined for great things, but for now he's kind of a spaz


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

Player: NPC; Tryouts

Val  Char   Cost
15  STR5
17  DEX21
15  CON10
10  BODY0
15  INT5
11  EGO2
15  PRE5
12  COM1
 
6/18  PD3
6/18  ED3
4  SPD13
6  REC0
30  END0
30  STUN4
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 72

Cost  PowerEND
24  Armored Costume : Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) 0
24  Noncrystaline Armor layer: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Sonics Very Limited Type of Attack (-1), OIF (-1/2) 0
6  Fuel Cells: Endurance Reserve (40 END, 5 REC) (9 Active Points); OIF (-1/2) 0
7  Sonar Headsup: Active Sonar (Hearing Group) (15 Active Points); Sense Affected As More Than One Sense Sight and Hearing (-1/2), OIF (-1/2) 0
6  HRRP (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Sight and Hearing (-1/2) 0
4  Telescopic Visor: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-1/2) 0
5  Protected Senses: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
25  Wings: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2), Restrainable (-1/2) 
2u  1) Combat Flight: Flight 17", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (49 Active Points); OIF (-1/2), Restrainable (-1/2) 2
2u  2) Full Throttle: Flight 5", x512 Noncombat (50 Active Points); OIF (-1/2), Restrainable (-1/2) 5
1u  3) Silent Running: Gliding 15" (15 Active Points); OIF (-1/2), Restrainable (-1/2) 0
Powers Cost: 106

Cost  Martial Arts Maneuver
  Boxing, Modern 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 
4  3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
5  4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
3  5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 
Martial Arts Cost: 19

Cost  Skill
3  Combat Piloting 12- 
3  Computer Programming 12- 
3  Electronics 12- 
3  Inventor 12- 
2  KS: Aviation History 11- 
2  KS: Baseball 11- 
2  KS: Boxing 11- 
3  Mechanics 12- 
2  Navigation (Air) 12- 
3  Paramedics 12- 
2  SS: Aeronautics 11- 
2  SS: Avation Engineering 11- 
2  SS: Physics 11- 
3  Stealth 12- 
3  Streetwise 12- 
10  +2 with HTH Combat 
10  +5 with Turnmode 
4  Systems Operation (Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment, Sonar) 12- 
0  TF: Small Planes 
Skills Cost: 62

Val  Disadvantages
10  Distinctive Features: Fighting Style: Boxing (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: Cybermind 8- (As Pow, Harshly Punish) 
15  Psychological Limitation: Sweet on Bluejay; trying to reform her. (Common, Strong) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Slowly becoming a true hero (Uncommon, Strong) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 9

Total Experience Available: 9

Experience Unspent: 0

Total Character Cost: 259


Height: 1.70 mHair: Brown
Weight: 80.00 kgEyes: Brown
Appearance: A ruggedly handsome man in his late twenties, Aaron has brown hair and eyes, a five o'clock shadow and dresses in a casual, slightly ruffled style. The Captain Cardinal uniform is red with great white artificial wings. A small jet pack is on his back. He wears opaque red goggles.
Personality: Aaron has made it his quest to reform Bluejay. He fights crime to set a good example, and whenever he encounters her tries to steer her away from her life of thievery. He has become something of an expert on GRAB and their activities. The other members of GRAB aren't nearly as fond of Captain Cardinal as Bluejay appears to be (she's flattered by the attention). Aaron has a "thing" for Lisa and for the moment is deluding him to thinking that he is being altruistic. He's never been very good with relationships and is a little thick in the head.
Quote:"Lisa! Think of what you are doing!"
"Put down the guns, boys, the Red Bird of Courage is taking you down!"
Background: A native of St. Louis, Aaron Brunswick always wanted to fly. He joined the Army and got to be a helicopter mechanic. When he left the military he was hired by McNeil Aviation. He had taken up hang gliding in his spare time and was working towards his pilots license. He even dated the cute engineer Lisa for awhile before she was fired. Then the company's headquarters burned to the ground and Aaron moved north to Millenium City to see if Harmond Electronics was hiring in their Aviation division.
Aaron always liked the idea of flying under his own power, something like a personal jet or jet assisted glider. He had worked on designs in his spare time. Then one day he met Lisa in a bar. They had a few drinks and talked about the crazy way things had turned out at McNeil. Later, another woman arrived and Lisa excused herself fo the night. A few days later, Aaron was reading the papers and a story about the latest GRAB robbery caught his eye. The picture certainly looked like the woman he had seen Lisa with. It was then that he deduced Lisa, who had been working on a flying suit for UNTIL when she was at McNeil and the supervillainess Bluejay might be one and the same. Aaron new Lisa, she had been a little high strung and goal oriented, but a sabboteur and killer she indeed was not.
Six weeks later, Bluejay had her first encounter with Captain Cardinal. It was unnerving and she's avoided him ever since. Aaron wants to save her. He's not sure why but he feels he needs to get her out of the supervillain game.
Powers/Tactics: Aaron's battlesuit is pretty sophisticated, it had been a hobby before, but now its personal and he put alot of effort into it. He is a maneuverable flier and has added specific defenses to protect against Bluejay's sonic arsenal. He has no weapons himself but is a fairly skilled fighter, having boxed in the Army.
Campaign Use: A little underpowered, but he is a narrowly defined hero. He has a goal in mind and he could appear almost anytime Bluejay is used. He also gets a kick out of fighting crime and has been slowly becoming a regular crime fighter. Players might encounter him when he is forced to choose between pursuing Bluejay or rescuing civilians...


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

Player: NPC; Tryouts

Val  Char   Cost
15  STR5
18  DEX24
15  CON10
11  BODY2
13  INT3
11  EGO2
15  PRE5
12  COM1
 
10/16  PD4
9/15  ED3
4  SPD12
6  REC0
30  END0
30  STUN3
 
8"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 74

Cost  PowerEND
3  Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2) 0
6  Accute Senses: +2 PER with all Sense Groups 0
12  Armored Combat Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
7  Polorized Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
8  Combat Knife: (Total: 25 Active Cost, 8 Real Cost) HKA 1/2d6 (1d6+1 w/STR) (10 Active Points); OAF (-1), No Knockback (-1/4) (Real Cost: 4) plus HKA 1/2d6 (1d6+1 w/STR), Ranged (+1/2) (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (Can't Use Combat Knife until charge recovered; -1/2), No Knockback (-1/4) (Real Cost: 4) 1
4  Running +2" (8" total) 1
4  +4 with Stealth (8 Active Points); OIF (Costume; -1/2), Only in darkness, shadows (-1/2) 
17  M-Eagle Custom: (Total: 40 Active Cost, 17 Real Cost) RKA 1d6+1, Stun Only (+0), +1 Increased STUN Multiplier (+1/4), 16 clips of 12 Charges (+1/4) (30 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +2 with OCV (10 Active Points); OAF (-1) (Real Cost: 5) [12]
24  Auto-Plaster: EB 6d6, Autofire (5 shots; +1/2), 4 clips of 20 Charges (+1/2) (60 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4) [20]
9  Flash Bang Grenades: Sight and Hearing Groups Flash 5d6 (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4) [4]
Powers Cost: 94

Cost  Martial Arts Maneuver
  Karate 
4  1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 
4  7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
5  8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
1  9) Weapon Element: Karate Weapons 
1  10) Weapon Element: Staffs 
  Commando Training 
3  1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 
4  2) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
4  3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs 
4  4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on 
1  5) Weapon Element: Clubs 
1  6) Weapon Element: Knives 
Martial Arts Cost: 51

Cost  Skill
8  +1 with All Combat 
3  Breakfall 13- 
3  Climbing 13- 
3  Concealment 12- 
4  Navigation (Air, Land, Marine) 12- 
3  Paramedics 12- 
3  Scholar 
1  1) KS: Bushido (2 Active Points) 11- 
1  2) KS: Criminal Underworld (2 Active Points) 11- 
1  3) KS: Eastern Philosophy (2 Active Points) 11- 
1  4) KS: Karate (2 Active Points) 11- 
1  5) KS: NAVY Seals (2 Active Points) 11- 
1  6) KS: Philosophy (2 Active Points) 11- 
1  7) KS: US Navy (2 Active Points) 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 13- 
4  Survival (Marine, Urban) 12- 
3  Tactics 12- 
3  Tracking 12- 
2  WF: Common Melee Weapons 
1  WF: Off Hand 
2  WF: Small Arms 
Skills Cost: 58

Cost  Perk
2  Fringe Benefit: Concealed Weapon Permit (where appropriate) 
10  Vehicles & Bases 
5  Contact: Weaponsmith (Contact has useful Skills or resources, Good relationship with Contact) 12- 
20  Follower: Scout 
Perks Cost: 37

Cost  Talent
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 6

Val  Disadvantages
15  DNPC: Jessica Price/Scout (daughter) 14- (Slightly Less Powerful than the PC) 
10  Distinctive Features: Military attitudes and bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted: Local Crimelord 8- (Mo Pow, Harshly Punish) 
10  Hunted: Children's Services 11- (Mo Pow, Watching) 
15  Psychological Limitation: Honorable and Philisophical (Common, Strong) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Protective of Scout (Common, Strong) 
15  Social Limitation: Secreet Identity (James Price) (Frequently, Major) 
Disadvantage Points: 110

Base Points: 150

Experience Required: 60

Total Experience Available: 60

Experience Unspent: 0

Total Character Cost: 320


Height: 1.84 mHair: Brown
Weight: 95.00 kgEyes: Green
Appearance: A well built man in his early thirties with short brown hair and green eyes. His costume is a black armored combat suit with opaque goggles. Think "Snake-Eyes" from GI Joe.
Personality: James is a patriotic and philisophical man. He served his country as a warrior and has superlative training, but he doesn't believe in the wanton taking of life, there are laws agianst it for a reason. He knows that the average superhero breaks laws, but no one has the right to act as judge, jury, and executioner on a criminal unless his life is in danger. James is also training Jessica to ba a warrior against his will. He had begun early in her youth to give her discapline and a sense of self, but now she wants to be a superhero like her old man and it scares him. On the other hand, she is turning into a brilliant little fighter and he can't help but be proud of the type of person she is becoming.
Quote:"Stand down and you won't get hurt."
Background: James is a former NAVY Seal. He has spent the vast majority of his life in service of his country. He left the service when his wife died and he needed to take care of their daughter Jessica. Three years into his "retirement" James witnessed the vigilante known as Thunderbird using high tech weaponry and military tactics to battle and then execute a minor super criminal known as Firefly. James could see that human life meant nothing to Thunderbird and it sickened him. This was no warrior, no hero; this was a monster. James began his own training shortly afterwards. He contacted a friend of his that had gone into weapons development for one of the big designers. They put together a non-lethal arsenal and James started making forays into the night as the Commando.
Shortly after that, Jessica figured out what he was up to and demanded to take part. Now Commando has a partner, Scout, and he's not happy about it. But its either that or she goes off on her own. The only problem is Jessica has missed school and shown the effects of her crime fighting (the occasional bruise or abbrasion) and Children's Services has been called to see if a former military man isn't abusing his daughter. James is careful and has a friend on the inside who is helping out, but its a hazard of the lifestyle.
Powers/Tactics: A skilled hand to hand fighter and gunman. James has studied Karate for a more philisophical approach to combat as well as his Commando training from his days as a seal. He is physically fit and effective with a wide variety of weapons. He prefers to use non-leathal weapons but has some standard weapons too, just in case. James is an honorable man but he will fight dirty.
Campaign Use: Commando is a low powered martial artist with weaponry. He has "agent" level statistics and should be brought to "Superagent" level if you want him to be a standard superhero (dex 23, speed 5 would work)


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

Player: NPC; Tryouts

Val  Char   Cost
10  STR0
15  DEX15
15  CON10
11  BODY2
18  INT8
17  EGO14
15/25  PRE5
10  COM0
 
3/10  PD1
3/10  ED0
4  SPD15
5  REC0
30  END0
30  STUN6
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 76

Cost  PowerEND
45  Arcane Knowledge: Variable Power Pool (Magic Pool), 30 base + 15 control cost, (45 Active Points) 
14  Enchanted Costume: Armor (7 PD/7 ED) (21 Active Points); OIF (-1/2) 0
22  Directional Levitation: Flight 11" 2
5  Doesn't frighten Easily: +10 PRE (10 Active Points); Defensive Only (-1) 
2  Surprisingly Strong Willed: Mental Defense (5 points total) 0
5  Arcane Defenses: Power Defense (5 points) 0
Powers Cost: 93

Cost  Skill
13  Power: Magic Control Skill 18- 
1  Acting 8- 
3  Analyze: Magic 13- 
3  High Society 12- (14-) 
3  Oratory 12- (14-) 
3  Persuasion 12- (14-) 
3  Scholar 
2  1) KS: Arcane and Occult Lore (3 Active Points) 13- 
2  2) KS: Artifacts & Relics (3 Active Points) 13- 
2  3) KS: Live Action Role Playing (LARP) (3 Active Points) 13- 
2  4) KS: Supernatural Creatures (3 Active Points) 13- 
1  Seduction 8- 
3  Stealth 12- 
Skills Cost: 41

Cost  Perk
5  Money: Well Off 
10  Bookstore 
30  Follower: Magic Book 
Perks Cost: 45

Cost  Talent
5  Magesight 
Talents Cost: 5

Val  Disadvantages
20  DNPC: Aunt Midge and Uncle Arthur 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 
5  Distinctive Features: Tall skinny kid in blazing red goth gear. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20  Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Gail Westmarlin (grandniece of Pyranthus, wants the tome) 8- (As Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Naive and trusting (Common, Strong) 
15  Social Limitation: Secret Identity: Thaddeus Bartlebee (Frequently, Major) 
Disadvantage Points: 110

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 260


Height: 1.90 mHair: Blonde (dyed Red)
Weight: 65.00 kgEyes: Blue
Appearance: Tall and skinny, the Crimson Magus wears a gothic pleather like outfit dyed deep red. He has alot of belts and bandoliers. A great red cloak with black interior completes the look. Libram is strapped to his back in a special backpack/holster harnes. He needs not read from the book to access its power so he tries to keep it hidden.
Personality: Thaddeus is truely a happy individual. Every dream he had as a child regarding magic and supernatural were true. He isn't so naive as to beleive they are all nice creatures, but the fact that the fantastic exists and he gets to be part of it makes his heart fly. He is also a kind hearted young man and has always given of himself to those less fortunate than he. Being a mystical superhero seems to be the perfect job for him.
Quote:"I summon the crimson fires of Pyrantricus!...What? Oh! Sorry. ...the Crimson Flames of Pyranthus!"
Background: Thaddeus was always a little weird. He loved the thought of magic and supernatural but was far more chipper than your average angst-ridden, gothic-looking, vampire wannabe; he could get on his friends nerves. When he turned 18, Thaddeus won the state lottery. His aunt had bought him the ticket for his birthday. Thad lived with his aunt and uncle in Portland after his parents died in a car accident when he was only two. Thad set much of the money aside in investments and lives off the interest. He donated half of his winnings to charities, gave a million to his aunt and uncle and bought a used bookstore. The bookstore had been one of him and his friendsí favorite spots, the previous owner had cultivated a niche by carrying books on the supernatural and the occult and opening the spacious upper level to the kids to play their LARPs. When her mother became ill she put the bookstore up for sale. Thaddeus bought it so that he and his friends could continue to use the loft. He hired a few trustworthy friends to help him run the place and set about for a life of being a happy, peppy, child of darkness.

His inventory had other plans.

Among the dusty tomes and modern day tales of gothic romance, Thad found a book of basic accounting.
Wondering how this book had managed to end up in his store, he began reading it. That was the break the book had been waiting for. The book, who's real name was Pyranthus' Libram of the Arcane, deduced that Thaddeus would be the perfect new master for its secrets. Libram (as Thaddeus now calls it), was merely a powerful book of spells with bound spirit guardian. The guardian, ensorcelled to protect the book from thievery, had over the years since Pyranthus' death at the hands of his many enemies, become lonely. Its level of sentience was probably accidental, but it had grown into a kind hearted and even heroic book of magic. Perhaps its protective nature had evolved towards nurturing, none can say; but when it found Thaddeus, it found a new master.
The book trains Thaddeus in the ways of wizardry and inexplicably has become something of a spell caster itself. If Thaddeus has the book with him he can cause some very impressive magical effects. Alone, his magic is more the stuff of impressive parlor tricks. Thinking that together they could help the people of the northwest, Thaddeus and Libram attended the tryouts held in Portland in 1999. He took the name Crimson Magus.
Powers/Tactics: A mage of middling power on his own, Crimson Magus gets a huge boost from his "follower" the book Libram. Together they are a formidale force. As a mage, Thaddeus is quite versitile able to draw upon a pool of powers. He tends towards ranged abilities as he doesn't want to increase the possibilty of Libram being discovered and stolen.
Campaign Use: A budding mage of no small water. Thaddeus could be consulted on mysteries of the arcane (he reads alot of his books) and Libram could be consulted as well.


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

Player: NPC, Tryouts

Val  Char   Cost
15/35  STR5
12/20  DEX6
13/23  CON6
10  BODY0
13  INT3
10  EGO0
13/18  PRE3
10  COM0
 
5/20  PD2
5/20  ED2
3/4  SPD8
6  REC0
30  END2
28  STUN3
 
7"  RUN2
2"  SWIM0
3"/7"  LEAP0
Characteristics Cost: 42

Cost  PowerEND
27  Weapons Systems: Multipower, 40-point reserve, (40 Active Points); all slots OIF (-1/2) 
2u  1) Thermal Control: Change Environment 4" radius, +4 Temperature Level Adjustment, Varying Combat Effects (34 Active Points); No Range (-1/2), OIF (-1/2) 3
3u  2) Themal Blast: EB 8d6 (40 Active Points); OIF (-1/2) 4
  Powered Armor, all slots OIF (-1/2) 
37  1) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2) 0
10  2) +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
12  3) +8 DEX (24 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
10  4) +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
3  5) +5 PRE (5 Active Points); OIF (-1/2) 
7  6) +1 SPD (10 Active Points); OIF (-1/2) 
10  7) Power Reserves: Endurance Reserve (50 END, 10 REC) (15 Active Points); OIF (-1/2) 0
13  8) Thrusters: Flight 10" (20 Active Points); OIF (-1/2) 2
3  9) Thermalvision: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3  10) Bulky Armor: Knockback Resistance -2" (4 Active Points); OIF (-1/2) 0
7  11) Onboard Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
3  12) Heat Trace Reading: Tracking with Infrared Perception (5 Active Points); OIF (-1/2) 0
9  13) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2
3  Brawler: HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1
Powers Cost: 162

Cost  Skill
4  +2 with Brawling 
    
3  Computer Programming 12- 
3  Electronics 12- 
3  Inventor 12- 
2  KS: Finance 11- 
7  Mechanics 14- 
3  SS: Civil Engineering 12- 
4  SS: Fluid Dynamics 13- 
2  SS: Geology 11- 
Skills Cost: 31

Cost  Perk
10  Money: Wealthy 
5  Workshop/Lab 
Perks Cost: 15

Val  Disadvantages
10  Distinctive Features: Big, burly fellow. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Hunted: ARGENT 8- (Mo Pow, NCI, Watching) 
15  Psychological Limitation: Idolizes heroes (Very Common, Moderate) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Hard livin, hard charging (Common, Moderate) 
15  Social Limitation: Secret Identity (Mike Maliscewski) (Frequently, Major) 
20  Susceptibility: Intense Magnetic Fields, 3d6 damage per Turn (Uncommon) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 250


Height: 1.99 mHair: Blonde
Weight: 100.00 kgEyes: Blue
Appearance: Mike is big and burly wiht large hands. He is a rough and tumble type with an easy grin and bright child like eyes. He wears jeans and t-shirts. His armor is grey with a red circle on the chest, inside the circle are rings of gold, and orange. The helmet is slightly cumbersome but its sensors compensate for this.
Personality: Mike is a big, easy going man with a ready wit and laugh. He isn't a genius, nor is he a powerhouse, but he is smart, persistant, and has been impressivly fortunate during his life. He now gets to live out his dream and it shows. He is like a kid in a candy store as a superhero, and often announces what he's going to do. It's likely that (unlike Armadillo) he will eventually grow out of this habit.
Quote:"Check out the Thermoblast, Loser!"
Background: "Big" Mike had always idolized superheroes. He wanted to be one from the time he was eleven. His size and strength got him a football scholarship to university of Pittsburgh, and he studied engineering. He was thrilled to get a job at the MCGPP and move to the city of the future. He had been designing a suit of powered armor based on Geothermal principals for almost four years when the second greatest moment of his life happened. He won the Michigan state lotto. 22.5million dollars. Mike was thrilled, he took leave from the plant and bought a house and had an expensive workshop put on the grounds. Once he was established he went back to work for another year to get his investments ready (and have some steady income, he'd blown most of his first year's winnings on the house and workshop). Then he quit and spent his time working on the armor. Recently, he took the Geothermal armor out on its first test run; this was the greatest moment of his life.
Powers/Tactics: The Geothermal Armor is a little crude at the moment, it provides a limited array of weapons and some enhanced strength. He has a radio communication and heat sensors, but not much else by way of communication gear. The lifesupport is also a bit primative and could get him into trouble. Mike's armor is also suceptible to magnetic fields, not common mind you, but when encountered wreak havoc with the armor's structure and functions.
Campaign Use: A neophyte powered armor hero.


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

Player: NPC; Tryouts

Val  Char   Cost
15  STR5
20  DEX30
20  CON20
13  BODY6
15  INT5
18  EGO16
35  PRE25
26  COM8
 
8/14  PD5
8/14  ED4
5  SPD20
10  REC6
40  END0
40  STUN9
 
8"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 159

Cost  PowerEND
8  Armored Costume: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 13- (Come on, there's not that much there!; -3/4), OIF (-1/2) 0
22  Look at me!: Mind Control 8d6 (Human class of minds), Reduced Endurance (0 END; +1/2) (60 Active Points); Eye Contact Required (They're not looking at her eyes!; -1/2), Only to those pre-desposed to be attracted to a beautiful woman (-1/2), Limited Command: Stand there and Stare Buddy! (-1/2), Does Not Provide Mental Awareness (-1/4) 0
10  NOW Look at me!: Mind Control 6d6 (Human class of minds), Reduced Endurance (0 END; +1/2) (45 Active Points); Eye Contact Required (They're not looking at her eyes!; -1/2), Only to those pre-desposed to be attracted to a beautiful woman (-1/2), Limited Command: Stand there and Stare Buddy! (-1/2), +3d6 per "Level" of nudity. (Partial or Full) (This is so so wrong...; -1/2), Linked (Look at me!; -1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), Does Not Provide Mental Awareness (-1/4) 0
4  Athletic: Running +2" (8" total) 1
Powers Cost: 44

Cost  Martial Arts Maneuver
  Krav Maga 
4  1) +1 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND 
4  4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 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, 35 STR vs. Grabs 
3  7) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 
5  8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 
4  9) Low Kick/Knee Strike/Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 
3  10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 
1  11) Weapon Element: Blades 
1  12) Weapon Element: Clubs 
Martial Arts Cost: 41

Cost  Skill
3  Acrobatics 13- 
3  Breakfall 13- 
3  Bribery 16- 
3  Bureaucratics 16- 
3  Climbing 13- 
3  Combat Driving 13- 
15  +3 with HTH Combat 
3  Concealment 12- 
3  Contortionist 13- 
3  Conversation 16- 
3  Criminology 12- 
3  Disguise 12- 
3  High Society 16- 
3  Interrogation 16- 
3  KS: Criminal Law 12- 
2  KS: Criminal Underworld 11- 
2  KS: Superhuman Law 11- 
3  Sleight Of Hand 13- 
3  Stealth 13- 
3  Streetwise 16- 
2  KS: Krav Maga 11- 
2  WF: Common Melee Weapons 
Skills Cost: 74

Cost  Perk
4  Fringe Benefit: Concealed Weapon Permit (where appropriate), License to practice a profession: Attorney at Law, Passport 
5  Money: Well Off 
25  Vehicles & Bases (Suped up sports car) 
6  Contact: Flying Fox (Contact has useful Skills or resources, Very Good relationship with Contact) 12- 
Perks Cost: 40

Cost  Talent
10  Fascination 
12  Combat Luck (6 PD/6 ED) 
Talents Cost: 22

Val  Disadvantages
15  Distinctive Features: Object of lust and desire (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Fighting Style Krav Maga (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Hunted: Bulldozer 8- (As Pow, Harshly Punish) 
15  Hunted: Scorpia 8- (Mo Pow, Harshly Punish) 
15  Hunted: The Monster 8- (Mo Pow, Harshly Punish) 
5  Hunted: Tabloids 11- (As Pow, Watching) 
0  Hunted: Society for Superheroic Decency 11- (Less Pow, Limited Geographical Area, Mildly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Flattered by the attention (Common, Moderate) 
15  Psychological Limitation: Wants to help out; altruistic (Common, Strong) 
15  Reputation: "Trampy" Superheroine, 11- (Extreme) 
15  Social Limitation: Secret Identity: Lynn Parmenter (Frequently, Major) 
Disadvantage Points: 145

Base Points: 200

Experience Required: 35

Total Experience Available: 35

Experience Unspent: 0

Total Character Cost: 380


Height: 1.70 mHair: Black
Weight: 70.00 kgEyes: Green
Appearance: A beautiful woman with raven black hair and green eyes. She wears a black sleeveless and legless body suuit with long boots and gloves. Her belt is white. She has a plunging but still decent neckline. She wears a mask because some still bother to look up.
Personality: Lynn loves helping people, the rush of being famous and the idea that she's using her rather specialized abilities for the betterment of humanity instead of making herself rich as a trial lawyer is practically addictive. She sees herself as a two fisted crimefighter with the added bonus that men tend to want to do things for her. She has been publically linked with Banner mostly because their abilities are similar, not because they've ever even worked together.
Quote:"Perhaps if you had been watching my fists instead of my cleavage this fight would have been less one sided."
Background: Lynn Parmenter has always had most men wrapped around her little finger. Sure she's beautiful but she's also the possessor of telepathic pheromone type powers. Lynn is a decent person and has spent her life resisting the temptation to use men to make a living for herself. She put herself through law school delivering pizzas and occasionally stripping. Lynn was a very successful lawyer at a young age but she realized that using her powers had made it too easy. Then her biggest case came; it was a civil suit against a heroine who was being sued by a rather aggressive "moral values" group for her rather daring attire and "promiscuous" attitudes. The heroine, known as the Flying Fox, had sought Lynn as her attourney since Lynn as a woman of uncharacteristic beauty would be able to understand her plight.
Lynn was impressed by Flying Fox's record for civic service and her apparent normalcy in the face of constant public scruteny. Shortly after winning the case (it was flawed from the beginning and had little substance), Lynn began training herself to become a costumed adventuerer.
Six months later, Lady Godiva appeared on the streets for the first time. Crime fighting has never been the same.
Powers/Tactics: Godiva has rather specialized pheremonic abilities that make her a very desireable woman. The only drawback is that they are more effective the less clothing she wears. While she isn't a prude and far from modest, she doesn't think dressing in her old stripper costumes is a good crime fighting technique so she wears a fairly modest costume. If she feels she has no other choice however, she will use her ahem, "Flash" attack.
Campaign Use: A rather light hearted heroine and someone who could be used as comic relief and to add that oh so needed "Middle School" humor to a campaign... Sorry guys...


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

Player: NPC; Tryouts

Val  Char   Cost
11  DEX3
25  INT15
20  EGO20
 
4  SPD19
 
Characteristics Cost: 57

Cost  PowerEND
30  Magic Skills of Its own: Variable Power Pool (Magic Pool), 20 base + 10 control cost, (30 Active Points) 
0  1) Soul Projection: Sight Group Images 1" radius, +/-3 to PER Rolls (19 Active Points) Real Cost: 19 2
0  2) Lightning Ward: RKA 1d6+1 (20 Active Points); No Range (-1/2), No Knockback (-1/4) Real Cost: 11 2
33  Enhance Spell Power: Succor to Arcane Lore Power Pool 10d6 (standard effect: 30 points) (50 Active Points); Others Only (-1/2) 5
40  Arcane Ward: FW (8 PD/8 ED), Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); No Range (-1/2) 6
18  Mana Stores: Endurance Reserve (50 END, 50 REC) Reserve: , Usable By Other (+1/4) (56 Active Points); REC: (50 Active Points); Slow Recovery 1 Day (-3) 6
Powers Cost: 121

Cost  Skill
3  Linguist 
3  1) Language: English (idiomatic) (4 Active Points) 
0  2) Language: Fey (idiomatic) (4 Active Points) 
3  3) Language: Latin (idiomatic) (4 Active Points) 
3  4) Language: Welsh (idiomatic) (4 Active Points) 
3  Scholar 
2  1) KS: Arcane Lore (3 Active Points) 14- 
2  2) KS: Demon Lore (3 Active Points) 14- 
2  3) KS: Dragon Lore (3 Active Points) 14- 
3  4) KS: Faerie Lore (4 Active Points) 15- 
2  5) KS: Monster Lore (3 Active Points) 14- 
3  6) KS: Pyranthus' Spell Repetoire (4 Active Points) 15- 
2  7) KS: Spell Research (3 Active Points) 14- 
2  8) KS: Undead Lore (3 Active Points) 14- 
3  9) AK: Land of Legends 14- 
13  Power: Magic Control 19- 
12  +5 with Power: Magic Control Skill, Usable By Other (Aids Possessor; +1/4) (12 Active Points) 
Skills Cost: 61

Cost  Talent
3  Absolute Time Sense 
3  Bump Of Direction 
5  Eidetic Memory 
Talents Cost: 11

Val  Disadvantages
10  Distinctive Features: Sentient Arcane Book (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Hunted: Gail Westmarlin 8- (As Pow, NCI, Harshly Punish) 
15  Hunted: Obssessed seekers of Arcane Knowledge 11- (As Pow, Harshly Punish) 
10  Physical Limitation: No manipulatory limbs; must use magic (Frequently, Slightly Impairing) 
15  Psychological Limitation: Fiercely Protective of Thaddeus (Common, Strong) 
10  Psychological Limitation: Secretly wishes to regain spirit form (Uncommon, Strong) 
15  Psychological Limitation: Yearns to be a force for good (Common, Strong) 
10  Reputation: Arcane Tome of Impressive Powers, 11- (Extreme; Known Only To A Small Group) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 250


Height: 2.00 mHair: Brown
Weight: 100.00 kgEyes: Brown
Appearance: 
Personality: 
Quote:
Background: 
Powers/Tactics: 
Campaign Use: 


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

Player: NPC; Tryouts

Val  Char   Cost
50  STR40
20  DEX30
25  CON30
12  BODY4
10  INT0
11  EGO2
23  PRE13
20  COM5
 
25  PD15
25  ED20
5  SPD20
15  REC0
50  END0
50  STUN0
 
9"  RUN0
2"  SWIM0
25"  LEAP0
Characteristics Cost: 179

Cost  PowerEND
20  Higly resistant to damage: Damage Resistance (25 PD/15 ED) 0
20  Bounder: Leaping +15" (25" forward, 12 1/2" upward) (Accurate) 2
6  Swift: Running +3" (9" total) 1
Powers Cost: 46

Cost  Skill
15  +3 with HTH Combat 
2  AK: Bodybuilding 11- 
2  KS: Body Building World 11- 
3  Paramedics 11- 
3  PS: Body Builder 12- 
Skills Cost: 25

Val  Disadvantages
10  Distinctive Features: Giagantic Pretty Boy (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted: Bulldozer 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Hunted: Hideous 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
10  Hunted: Any villain who finds his "machismo" nausiating 8- (As Pow, Harshly Punish) 
15  Psychological Limitation: Vain, egocentric (Common, Strong) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Social Limitation: Public Identity: Justin Allen (Frequently, Major) 
Disadvantage Points: 100

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 250


Height: 2.00 mHair: Blonde
Weight: 204.00 kgEyes: Blue
Appearance: Tall, broad shouldered, perfect (to him, a little bulky for most) physique, blonde mullet and pretty boy good looks. Think Malibu of American Gladiators. He (like Malibu) tends to wear patriotic motifed costumes but he changes them often. Wears no mask. Smiles alot.
Personality: Cult of me. He wants fame and glory. He is in many ways a good natured, law abiding, version of Bulldozer. They dont get along
Quote:"Here, let me show you what a real man can do."
Background: Justin Allen is a big, strong, golden boy. He has always been superhumanly strong. He enjoys bodybuilding and has a phenomenal physique because of it. He has decided to become a superhero so that the world can see Adonis among them. He's not modest.
Powers/Tactics: If it looks nasty, beat into a pulp. He is smart enough to tell the good guys from the badguys most of the time, but he is a sure bet to attack a "misunderstood monster" or monstrous hero if he has never encountered them before.
Campaign Use: Annyoing Brick Hero. There has to be a few. He's like Fabio with superpowers.


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

Player: NPC; Tryouts

Val  Char   Cost
25  STR15
23  DEX39
20  CON20
12  BODY4
18  INT8
11  EGO2
18  PRE8
16  COM3
 
16/23  PD11
12/19  ED8
5  SPD17
10  REC2
40  END0
40  STUN5
 
8"  RUN0
4"  SWIM0
5"  LEAP0
Characteristics Cost: 142

Cost  PowerEND
10  Concealed Armor in Costume: Armor (4 PD/4 ED) (12 Active Points); IIF (-1/4) 0
6  Accute Senses: +2 PER with all Sense Groups 0
8  Thermal Imaging Lenses: IR Perception (Sight Group), Tracking (10 Active Points); IIF (-1/4) 0
8  Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); IIF (-1/4) 0
4  Athlete: Running +2" (8" total) 1
10  Swingline Guantlet: Swinging 15" (15 Active Points); OIF (-1/2) 1
2  Athlete II: Swimming +2" (4" total) 1
Powers Cost: 48

Cost  Martial Arts Maneuver
  Wrestling, Professional 
8  1) +2 HTH Damage Class(es) 
3  2) Body Slam: 1/2 Phase, +2 OCV, +1 DCV, 7d6 Strike; You Fall, Target Falls 
4  3) Crush: 1/2 Phase, +0 OCV, +0 DCV, 11d6 Crush, Must Follow Grab 
4  4) Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Fist/Forearm Smash: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 
3  6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 
4  7) Head-Bash: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 
5  8) Missile Drop Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike 
5  9) Stomp: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
1  10) Weapon Element: Clubs (Fist/Forearm Smash only) 
Martial Arts Cost: 41

Cost  Skill
12  +4 with Wrestling 
3  Acrobatics 14- 
3  Acting 13- 
2  Animal Handler (Equines) 13- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 13- 
3  Contortionist 14- 
3  Conversation 13- 
3  Criminology 13- 
3  Deduction 13- 
3  Disguise 13- 
3  Gambling 13- 
3  High Society 13- 
3  Linguist 
0  1) Language: English (idiomatic) (4 Active Points) 
2  2) Language: French (completely fluent) (3 Active Points) 
1  3) Language: German (fluent conversation) (2 Active Points) 
2  4) Language: Japanese (completely fluent) (3 Active Points) 
2  5) Language: Spanish (completely fluent) (3 Active Points) 
3  Lockpicking 14- 
3  Oratory 13- 
3  PS: Professional Wrestler 13- 
3  Paramedics 13- 
3  Persuasion 13- 
3  Riding 14- 
3  Scholar 
1  1) KS: Banking/Finance (2 Active Points) 11- 
1  2) KS: Classic Literature: Eastern (2 Active Points) 11- 
1  3) KS: Classic Literature: Western (2 Active Points) 11- 
1  4) KS: Criminal Underworld (2 Active Points) 11- 
2  5) KS: High Society (3 Active Points) 13- 
2  6) KS: Martial Arts World (3 Active Points) 13- 
1  7) KS: Politics (2 Active Points) 11- 
2  8) KS: Professional Wrestling (3 Active Points) 13- 
3  Security Systems 13- 
3  Seduction 13- 
3  Shadowing 13- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
3  Tactics 13- 
3  Teamwork 14- 
3  Tracking 13- 
3  Traveler 
1  1) AK: Australia (2 Active Points) 11- 
1  2) AK: Hong Kong (2 Active Points) 11- 
1  3) AK: Japan (2 Active Points) 11- 
1  4) AK: Mexico (2 Active Points) 11- 
1  5) AK: Western Europe (2 Active Points) 11- 
10  WF: Bows, Common Melee Weapons, Common Missile Weapons, Crossbows, Small Arms, Garrote, Homemade Weapons, Off Hand, Staffs 
Skills Cost: 137

Cost  Perk
12  Contact: Various Wrestling Organizations (Good relationship with Contact), Organization Contact (x3) (12 Active Points) 12- 
6  Contact: Various Wrestlers, Organization Contact (x3) (6 Active Points) 11- 
2  Fringe Benefit: International Driver's License, Passport 
10  Money: Wealthy 
6  Reputation: Legacy Wrestler; popular wrestling family (A medium-sized group) 14-, +3/+3d6 
Perks Cost: 36

Cost  Talent
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 6

Val  Disadvantages
5  DNPC: Freya and Tricia Drake 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 
15  DNPC: Parents (James Drake and Ivanna Drake) 8- (Normal; Group DNPC: x2 DNPCs) 
10  Distinctive Features: Fighting Style: Pro Wrestling (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
15  Hunted: Bulldozer 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: Crimelord 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Hunted: Hired Assassin 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Psychological Limitation: Follows Code of Chivalry (Common, Total) 
10  Psychological Limitation: Hunting Crimelord (Uncommon, Strong) 
10  Psychological Limitation: Proud of legacy and profession (Common, Moderate) 
15  Reputation: Pro Wrestler; Superhero Wannabe, 11- (Extreme) 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 60

Total Experience Available: 59

Experience Unspent: 0

Total Character Cost: 410


Height: 2.00 mHair: Black
Weight: 113.00 kgEyes: Blue
Appearance: A tall, and muscular man with a long, lean physique and broad shoulder and bulging biceps. He wears black armored tee shirts and pants, a broad belt, a black trenchcoat and white face pant with black lips and eyes. His black hair is long and straight and hangs to the middle of his back.
Personality: His past is something like a cross between classic comic families and the Von Erichs. Alex feels responsible for his father's condition and Ron's death (even though Ron never told the rest of the family what he had found out). As Scorpio 7, Alex takes on a grim and silent personae, a charicature of death (in Pro Wrestling terms) and a street vigilante. Except he's serious. From the time he was ten, Alex has equated superheroes with the noble knights of british folklore. He has taken the codes of chivalry as his own and will not break them.
Quote:"Tell Crimelord he's next ."
Background: Alex Drake (never call him Sigfreid) was born to a wealthy british family. The drakes, for 3 generations have been popular professional wrestlers all over the world. Alex's grandfather Perry was the heir to a crumbling mining fortune who turned his love of sport and a good donnybrook into a professional wrestling career in the early 1940's and 50's. He invested wisely, married a lovely young woman with a head for business and had a stapping son who followed him into the business. Alex's father wrestled all over the world. He too, invested wisely and the family fortunes grew. James had five children; three boys and two girls. He children all went into the family business after their educations. James Drake's sons and dadughters had travelled the world, studying with tutors as he wrestled. They all went to prestegious American or European colleges and then, one by one stepped into the ring.
Alex's eldest brother Ron was a brawler like his grandfather and father before him, Geoff and Alex, Tricia and Freya took to the "luchadore" approach, high flying, acrobatic and dangerous. The children were articulate, had varying degree's of acting talent and a whole world of experiences by the time they were in their early twenties. Geoff, however, managed to become a bad seed. Not just heel bad, but truely a poor excuse for a human being. He began running with criminal gangs, then made a career as a hired assassin, using his wrestling career as a cover for his need to travel. Ron found out; the eldest son saw it as his duty to steer Geoff away from his vices. The confrontation became physical and despite his athletecism and speed, Geoff found himself unable to contend with Ron's furious strength; so he shot him. Geoff didn't even bother hiding it from his family; he had grown tired of them all and when he decided to start his own criminal empire, he told them as much. It was too much for James to take; he too confronted his wayward son, but Geoff thrashed him mightily and sent him home. It was then that Alex stepped in. The youngest son, Alex had idolized his older brothers and his inability to believe Geoff was capable of the actions he had admited to. He blames himself for not acting sooner and he could have spared his father the injuries that robbed him of his spirit. Alex chased Geoff off and swore to bring him down. He contacted the police and turned over all evidence of Geoff's crimes he had access too, but it was too late, the up and coming crime lord had left the country and was now plying his trade through out Europe. Alex then took what he considered the only viable step, he became a vigilante. His hunting of Geoff, now calling himself Crimelord, led him to America and he found himself trying out for a team of heroes there. He didn't make the cut but has ideas of funding his own team. He still wrestles occasionally to keep the appearance of normalcy for the family and to watch out for his sisters who are still in the business. He has moved his family to America and has begun training himself for the life of a crime fighter.
Powers/Tactics: Scorpio 7 is a martial artist that plays like a brick. He does pretty good damage and can take a punch pretty good. He is dedicated to learning the crime fighting portion of the job (detective work, gathering evidence, etc.) he wants to destroy Crimelord and put him behind bars for life, not kill him.
Campaign Use: A grim stalker in the night with a kind of silly twist. He also is rich and could fund a hero group. If he's not tough enough for your campaign, give him a few more martial arts maneuvers that he's incorporated into his repetoire and bring his dex and speed to 26/6. If he's too tough, remove his DC's with wrestling drop his total defenses to 20/16, his STR to 20 and DEX/SPD to 18/4


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

Player: NPC; Tryouts

Val  Char   Cost
10  STR0
21  DEX33
13  CON6
9  BODY-2
13  INT3
10  EGO0
13  PRE3
14  COM2
 
10/16  PD2
10/16  ED1
4  SPD9
5  REC0
26  END0
25  STUN4
 
7"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 61

Cost  PowerEND
3  Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2) 0
6  Accute Senses: +2 PER with all Sense Groups 0
12  Armored Combat Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
7  Polorized Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
2  Running +1" (7" total) 1
13  M-Aresnal Custom: (Total: 29 Active Cost, 13 Real Cost) RKA 1d6, Stun Only (+0), 16 clips of 12 Charges (+1/4) (19 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +2 with OCV (10 Active Points); OAF (-1) (Real Cost: 5) [12]
9  Flash Bang Grenades: Sight and Hearing Groups Flash 5d6 (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4) [4]
Powers Cost: 52

Cost  Martial Arts Maneuver
  Karate 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll 
4  3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
3  4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls 
4  5) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike 
5  6) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike 
  Commando Training 
3  1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls 
4  2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs 
4  3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on 
Martial Arts Cost: 35

Cost  Skill
3  Acrobatics 13- 
3  Breakfall 13- 
3  Climbing 13- 
3  Concealment 12- 
3  Paramedics 12- 
3  Scholar 
1  1) KS: Criminal Underworld (2 Active Points) 11- 
1  2) KS: Karate (2 Active Points) 11- 
1  3) KS: Movies and Television (2 Active Points) 11- 
1  4) KS: Pop Music (2 Active Points) 11- 
1  5) KS: US Navy (2 Active Points) 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 13- 
3  Tactics 12- 
3  Tracking 12- 
2  WF: Small Arms 
Skills Cost: 40

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

Val  Disadvantages
10  Distinctive Features: Military attitudes and bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted: Local Crimelord 8- (Mo Pow, Harshly Punish) 
10  Hunted: Children's Services 11- (Mo Pow, Watching) 
15  Psychological Limitation: Thrill Seeker (Common, Strong) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Free spirited and willfull (Common, Strong) 
15  Social Limitation: Secret Identity (Jessica Price) (Frequently, Major) 
Disadvantage Points: 100

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 200


Height: 1.63 mHair: Auburn
Weight: 52.00 kgEyes: Green
Appearance: Attractive young woman (age 15) who has her mother's auburn hair and green eyes. She has a lithe, athletic physique and wears a costume similar to her fathers except that its dark red with golden trim. She wanted to be more colorful. She wears her hair long.
Personality: Jessica is outgoing, good natured, and brave. She understands she's not in a game but its hard not to feel that way when she donns her uniform. She seemingly can go with only a minimum of sleep, but her father is trying to limit their heroic activity to allow for her studies. She hates that.
Quote:"Haha, you got your butt kicked by a girl!"
Background: Jessica Price is the daughter of a former NAVY Seal. She has been training under her father since she could walk. She is an outgoing and courageous young woman who lost her mother to illness at the age of eleven. Her father mustered out of the military and came home to raise her. When he began acting as the vigilante hero Commando, Jessica caught on early. She gave him an ultimatum, let me join you or try to stop me. Jessica has taken to the hero business like a fish to water. She has trained in martial arts and gymnastics for a numer of years now and has acrobatic skill her father lacks. She so enjoys being a superheroine that she hasn't really worked hard at school. This, combined with her occasional shiner or split lip (hazards of the trade), brought an unwelcome visit by the Children's Services Division of Millenium City. This caused Jessica to turn up the dial at school in an effort to seem normal. She gives martial arts demonstrations as well as plays alot of intramural sports (this tom-boy image is as much to dispell the possibility of her father abusing her as it is to enjoy herself). Jessica plans on becoming a full time superheroine when she gets out of highschool. Her dad wants her to attend college first, but she's against it. Fireworks to insue.
Powers/Tactics: An acrobat as well as a martial artist, Scout isn't as into the gunplay as her father is. While armed, she tends towards the acrobatic swashbuckling she's seen in the comics and movies.
Campaign Use: A side kick and agent in training.


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

Player: NPC; Tryouts

Val  Char   Cost
45  STR5
20  DEX30
30  CON20
26  BODY20
13  INT3
11  EGO2
28  PRE8
14  COM2
 
8  PD5
8  ED4
4  SPD10
10  REC6
40  END0
46  STUN2
 
18"  RUN0
2"  SWIM0
9"  LEAP0
Characteristics Cost: 117

Cost  PowerEND
37  Enormous Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,904 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide), Costs END Only To Activate (+1/4) (37 Active Points) 3
20  Gigantic Defense: (Total: 30 Active Cost, 20 Real Cost) +15 PD (15 Active Points); Linked (Enormous Size; -1/2) (Real Cost: 10) plus +15 ED (15 Active Points); Linked (Enormous Size; -1/2) (Real Cost: 10) 0
2  Gigantic Eyes: +2 PER with Normal Sight; Linked to 30 AP of Growth (-1/4) 0
24  Gigantic Legs: Running +12" (18" total), Reduced Endurance (Half END; +1/4) (30 Active Points); Linked To Growth (-1/4) 1
11  Gigantic Physique: +10 CON (20 Active Points); No Figured Characteristics (-1/2), Linked to Growth (5 points per 15 points of Growth) (-1/4) 
8  Gigantic Resilience: Damage Resistance (10 PD/10 ED) (10 Active Points); Linked (5 points per 15 points of Growth) (-1/4) 0
8  Really Impressive: +10 PRE (10 Active Points); Linked (Enormous Size; +5 PRE per 15 points of Growth; -1/4) 
Powers Cost: 110

Cost  Skill
10  +2 with HTH Combat 
3  KS: Basketball 12- 
2  KS: Physical Therapy 11- 
3  Paramedics 12- 
2  SS: Medecine 11- 
3  Teamwork 13- 
Skills Cost: 23

Val  Disadvantages
5  DNPC: Dr Peter Welsh (Father) 8- (Normal; Useful Noncombat Position or Skills) 
5  DNPC: Peter Welsh Junior (Brother 8- (Slightly Less Powerful than the PC) 
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: Civic minded and responsible (Common, Strong) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Shy and retireing (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 250


Height: 1.84 mHair: Blonde
Weight: 61.00 kgEyes: Green
Appearance: Athletic and muscular, Melissa is impressive rather than pretty. She has long blonde hair and green eyes. Her costume is a tastefully designed body suit with short sleeves and modest neckline. The body suit is blue with white collar, boots, and gloves. She has a gray belt and a blue mask.
Personality: A relatively normal girl that has had extrordinary thrust upon her by her father, Melissa has managed to stay grounded. She has forgiven her father and has been trying to mediate between her parents. Her brother has also shown the ability to grow. Unlike Melissa, he can also reduce his size beyond normal. His mother has taken a hard line towards his abilities and he is getting rebellious. Melissa is trying to mentor him as well. As Skyhigh, she is a rather straight forward heroine, she tries to avoid violence as her powers are prone towards property damage, but she won't back down. She has survived an encounter with Gargantuan and isn't eager for a rematch.
Quote:"How's the weather down there?"
Background: Melissa Welsh is the daughter of former professional basketball player Pete Welsh (7 seasons with the Washington Bullets, career average of 3.2 ppg). Pete was a tall man wiht some athletic talent, but not a star. His dauhgter had athletic talent but lacked his height (at least in her early years). Although his NBA star never shown brightly, he was a gifted biochemist, and had gone on to a fine career as a research scientist. Still the basketball dreams he had never left him, he hoped to live vicariously through his daughter and unbeknownst to his wife and child had been supplementing her food with specialized growth hormones he had developed. This had gone on for years and when Melissa hit puberty it seemed as though it had worked, she was tall, graceful, and a brilliant athlete. She also had the ability to grow to 30 feet tall. She kept this hidden from her folks and starred as a junior high and high school athlete. Fate intervened during the summer before her senior year. The family had gone on vacation in the canadian wilderness. It was a popular camp sight near a river. When her little brother (also given the treated hormones but as yet too young to be affected) fell into the river a panicked Melissa did the only thing she could, she grew to her full height and waded into the river to rescue him; right in front of her shocked parents.
Dr Welsh realized immediately that he had caused the biochemical changes that allowed his daughter to grow to such heights, and that he had probably done the same to his son. That night he explained what he had done and apologized to his family for his genetic interferance. It wasn't enough, his wife left him and took his son, Melissa, although appalled at what her father did, didn't want to leave her friends and change schools. She dropped out of sports and finished school and went to college in Millenium City. It was here that she began to ponder the best use of her abilities. After approaching Dr. Silverback about a costume that could grow with her (she wasn't fond of being a naked giantess), she began a part time superhero career while studying to get her degree in sports medicine.
Powers/Tactics: A straight growth brick. She's still quite young and unexperienced, and her power level is on the low end of the scale. She works out regularly and is working on developing her strength and endurance.
Campaign Use: Another newbie brick


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

Player: NPC; Tryout contestant

Val  Char   Cost
15/25  STR5
23  DEX39
25  CON30
12  BODY4
13  INT3
11  EGO2
15  PRE5
14  COM2
 
10  PD7
8  ED3
5  SPD17
8  REC0
50  END0
40  STUN7
 
10"  RUN8
2"  SWIM0
18"/20"  LEAP0
Characteristics Cost: 132

Cost  PowerEND
26  Vaulting: Leaping +15" (18"/20" forward, 9"/10" upward) (Accurate), Reduced Endurance (1/2 END; +1/4) (26 Active Points) 1
7  Enhanced Lower Body Strength: +10 STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points); No Figured Characteristics (-1/2), Legs Only (-1/4) 1
Powers Cost: 33

Cost  Martial Arts Maneuver
  Tae Kwon Do 
4  1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 35 STR to Disarm roll 
5  3) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 7d6 / 9d6 Strike 
4  4) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike 
4  5) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 7d6 Strike 
5  6) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 9d6 Strike 
3  7) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 / 5d6 Strike; Target Falls 
Martial Arts Cost: 29

Cost  Skill
6  +2 with Tae Kwon Do 
    
3  Power 12- 
9  Acrobatics 17- 
9  Breakfall 17- 
3  Climbing 14- 
3  KS: Basketball 12- 
2  KS: Superbeing World 11- 
2  KS: Tae Kwon Do 11- 
3  Navigation (Air, Land) 12- 
3  Paramedics 12- 
3  Shadowing 12- 
3  Stealth 14- 
3  Streetwise 12- 
3  Teamwork 14- 
Skills Cost: 55

Cost  Perk
1  Black Belt: Tae Kwon Do 
Perks Cost: 1

Val  Disadvantages
10  DNPC: Drew Preston (Mother) 8- (Normal) 
0  DNPC: Lance Preston (Father) Aka Nightspeed 8- (As powerful as the PC) 
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
10  Distinctive Features: Style Limitation: Tae Kwon Do (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Feels compelled towards heroism (Common, Strong) 
15  Social Limitation: Lester Preston (Frequently, Major) 
Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 250


Height: 1.95 mHair: Black
Weight: 91.00 kgEyes: Brown
Appearance: Vault Man is a tall, lean, and muscular young man with black hair and brown eyes. He wears a gray body suit with blue boots, trunks, gloves, and mask. His belt is black. He has a blue "V" on his chest. Outside of his costume, Lester is a handsome African American youth with a baby face and modern fashion sense.
Personality: An honest, forthright, young man, Les plans to do at least as much good as Nightspeed did bad. It won't be too difficult, Nightspeed wasn't really a hardened criminal, he was just amoral enough and drunk with power to think he could take what he wanted. Vault Man takes being a hero very seriously, and considers his rather limited super powers to be enough to make a difference in the world.
Quote:"Mind if I Jump in?"
Background: Les Preston is the son of a minor supervillain, Nightspeed. Nightspeed was a speedster on the lower end of the speed spectrum in the 70's and early 80's. He actually hit the big score as a member of a group of supervillains hired by VIPER to stage a diversionary robbery so that they could enact one of their nefarious schemes unhindered. The supervillains were successful in so far as getting the money from the bank, but they were halted by the Sentinals. During the combat, Nightspeed convinced the rather dim-witted Rampage that he would guard the cash so Rampage could enter the battle. Nightspeed then took the money, directly to a drug lord who owed him a favor. The money was laundered, Nightspeed was never seen again.
He retired that night, married his girlfriend in vegas and set up a new life for himself in Canada. Les seemed pretty normal when he was born, he didn't exhibit superpowers until he was fifteen. His specialized leg mutations gave him an advantage in athletics and with his height he was heavily recruited as a basketball player. Les took a different route. He loved his parents dearly but his father's supervillain past bothered him. Les spurned the college offers, readily admitting his super powers, and began training for the only career he wanted; that of a superhero. Now in his early 20's, Les has taken the name Vault Man and he has arrived in the big city to answer the call for heroes.
Powers/Tactics: Acrobatic to the extreme, Vault Man leaps all over the battle field. His is a controlled chaos, however, and he always has a target in mind. He has studied Tae Kwon Do for seven years and is quite skilled, he makes use of the numerous kicks and his flying side kick is devistating.
Campaign Use: A slightly super powered martial artist. Vault Man is almost humerous, almost serious. You can take him in either direction.