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

Player: NPC Villian, member of Dead Man's Hand

Val  Char   Cost
15  STR5
18  DEX24
15  CON10
10  BODY0
18  INT8
11  EGO2
15  PRE5
14  COM2
 
8/24  PD5
8/24  ED5
5  SPD22
10  REC8
30  END0
30  STUN4
 
8"  RUN4
3"  SWIM1
4"  LEAP1
Characteristics Cost: 106

Cost  PowerEND
16  Energy Katana: (Total: 57 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 2d6, +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 14) plus +1 with HTH Combat (5 Active Points); OAF (-1), STR Minimum (10) (-1/2) (Real Cost: 2) 0
16  Black Ronin Armor (Underlayer): Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
11  Black Ronin Armor (Plates): Armor (8 PD/8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2) 0
7  Black Ronin Armor II: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
9  Missile Interception: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (Energy Katana; -1), Will Not Work Against Heavy Missiles (-1/4) 0
Powers Cost: 59

Cost  Martial Arts Maneuver
  Kenjutsu 
4  1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR 
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) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 
5  6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove 
5  7) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike 
5  8) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 
5  9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away 
0  10) Weapon Element: Blades 
1  11) Weapon Element: Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only) 
  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 
Martial Arts Cost: 75

Cost  Skill
5  +1 with Ranged Combat 
10  +2 with HTH Combat 
15  +5 with Blades 
   
3  Breakfall 13- 
3  Climbing 13- 
3  Combat Driving 13- 
3  Concealment 13- 
3  Electronics 13- 
3  Fast Draw 13- 
2  KS: Arms Dealers 11- 
2  KS: Blades & Swords 11- 
2  KS: Karate 11- 
2  KS: Kenjutsu 11- 
3  Lockpicking 13- 
3  Mechanics 13- 
2  Navigation (Land) 13- 
3  SS: Physics 13- 
3  SS: Sonics 13- 
3  SS: Vibro-Technologies 13- 
3  Security Systems 13- 
3  Shadowing 13- 
3  Stealth 13- 
3  Streetwise 12- 
3  Teamwork 13- 
10  Two-Weapon Fighting (HTH)  
2  WF: Common Melee Weapons 
1  WF: Off Hand 
3  Weaponsmith (Exotic Melee Weapons, Muscle-Powered HTH) 13- 
Skills Cost: 104

Cost  Perk
3  Fringe Benefit: Membership: Dead Man's Hand 
Perks Cost: 3

Cost  Talent
9  Lightning Reflexes: +9 DEX to act first with Draw Weapon 
Talents Cost: 9

Val  Disadvantages
10  Distinctive Features: Style limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
15  Enraged: If honor is insulted (Uncommon), go 11-, recover 11- 
20  Hunted: Police 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Shugoshen 8- (As Pow, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Casual Killer (Common, Total) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Psychological Limitation: Overconfidance (Common, Strong) 
10  Reputation: High Tech Assassin, 8- (Extreme) 
15  Social Limitation: Secret Identity (Percival "Percy" Watanabe) (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 6

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 356


Height: 1.82 mHair: Black
Weight: 77.00 kgEyes: Brown
Appearance: A tall and sturdy man of mixed asian and european heritage. He has black hair that is perpetually messy, with a top-knot, dark brown eyes and a fair complexion. His armor is high tech with plates on it to look more authentic. Its black with red trim. He often wears an eye patch over one eye but doesn't need it.
Personality: Mercenary and looking cool.
Quote:"Kiahhh!"
Background: Just a high tech mercenary Samurai wannabe. Percival is a half japanese, half british swordsman and martial artist. He is one of the weakest members of the DMH but he is skilled and has a fantastic weapon; created for him by ARGENT
Powers/Tactics: ALthough he plays the samurai, Percy doesn't think too highly of honor. He is in it to win it and will use any underhanded trick in the book. He tends to play "back up" and likes to work with a team mate against the same foe.
Campaign Use: Black Ronin shouldn't really need to be reduced for a campaign, he has redundant martial arts maneuvers and his main attack doesn't do more than 3d6+1 KA. If he's too much of a threat though, drop his SPD to 4. If he isn't tough enough, then trim the redundant martial arts maneuvers and elements and give him a few damage classes. Perhaps adding another weapon.


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

Player: "Leader" or the Dead Man's Hand

Val  Char   Cost
15/35  STR5
15/20  DEX15
15/25  CON10
10  BODY0
13  INT3
13  EGO6
35/45  PRE25
22/6  COM6
 
5/25  PD2
5/25  ED2
2/4  SPD0
6/12  REC0
34/64  END2
39/69  STUN13
 
6"  RUN0
2"  SWIM0
3"/7"  LEAP0
Characteristics Cost: 89

Cost  PowerEND
  Powered Armor Enchanced Characteristics, all slots OIF (-1/2) 
10  1) +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
7  2) +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
10  3) +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
7  4) +10 PRE (10 Active Points); OIF (-1/2) 
5  5) -16 COM (8 Active Points); OIF (-1/2) 
13  6) +2 SPD (20 Active Points); OIF (-1/2) 
8  7) +6 REC (12 Active Points); OIF (-1/2) 
10  8) +30 END (15 Active Points); OIF (-1/2) 
20  9) +30 STUN (30 Active Points); OIF (-1/2) 
50  Battle Armor Weapons Suite: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 
5u  1) Concussive Plasma Blast: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); OIF (-1/2) 7
5u  2) Force Globe Generator: FW (10 PD/10 ED; 6" long and 6" tall) (70 Active Points); OIF (-1/2) 7
5u  3) High Density Plasma Blast: Energy Blast 15d6 (75 Active Points); OIF (-1/2) 7
5u  4) Low Density Plasma Blast: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2) 0
5u  5) Plasma Repulser Beam: EB 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2) 7
5u  6) Searing Plasma Blast: Killing Attack - Ranged 5d6 (75 Active Points); OIF (-1/2) 7
50  Battle Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (-1/2) 0
6  Communications Systems: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group [very common Sense] (-1/2) 0
26  Flashbang Protection: (Total: 40 Active Cost, 26 Real Cost) Sight Group Flash Defense (20 points) (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Hearing Group Flash Defense (20 points) (20 Active Points); OIF (-1/2) (Real Cost: 13) 0
10  Force Field: Power Defense (15 points) (15 Active Points); OIF (-1/2) 0
7  Internal Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
45  Jetpack: Flight 20", Improved Noncombat Movement (x4), Reduced Endurance (0 END; +1/2) (67 Active Points); OIF (-1/2) 0
2  Audio Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
13  Radar Array: Radar (Radio Group), Increased Arc of Perception (20 Active Points); OIF (-1/2) 0
7  Visual Sensors Suite: Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIF (-1/2) 0
3  Visual Sensors Suite: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3  Visual Sensors Suite: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 342

Cost  Martial Arts Maneuver
  Karate 
8  1) +2 HTH Damage Class(es) 
4  2) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 
4  3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR / 55 STR to Disarm roll 
4  5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  6) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 / 10d6 Strike, Target Falls 
4  8) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 / 11d6 Strike 
5  9) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 / 13d6 Strike 
Martial Arts Cost: 40

Cost  Skill
16  +2 with All Combat 
3  Acting 16- (18-) 
3  Breakfall 12- (13-) 
3  Bribery 16- (18-) 
3  Climbing 12- (13-) 
3  Combat Driving 12- (13-) 
3  Combat Piloting 12- (13-) 
3  Computer Programming 12- 
3  Demolitions 12- 
3  Disguise 12- 
3  Electronics 12- 
3  High Society 16- (18-) 
3  Interrogation 16- (18-) 
0  Language: English (Idiomatic, native accent; Native Language) 
2  Language: Spanish (Fluent Conversation) 
3  Mechanics 12- 
3  Oratory 16- (18-) 
3  PS: Soldier/Mercenary 12- 
3  Scholar 
2  1) KS: Superheros (3 Active Points) 12- 
2  2) KS: Supervillains (3 Active Points) 12- 
2  3) KS: The Military/Mercenary/Terrorist World (3 Active Points) 12- 
4  4) KS: World Military Weaponry & Vehicles (5 Active Points) 14- 
3  Security Systems 12- 
3  Stealth 12- (13-) 
3  Streetwise 16- (18-) 
3  Systems Operation 12- 
5  TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles 
3  Tactics 12- 
5  Teamwork 13- (14-) 
3  Traveler 
1  1) AK: Africa (2 Active Points) 11- 
1  2) AK: Central America (2 Active Points) 11- 
1  3) AK: South America (2 Active Points) 11- 
1  4) AK: Southeast Asia (2 Active Points) 11- 
1  5) AK: The Balkans (2 Active Points) 11- 
7  WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Thrown Knives, Axes, and Darts 
Skills Cost: 116

Cost  Perk
5  Fringe Benefit: International Driver's License, Membership: Dead Man's Hand, Passport 
Perks Cost: 5

Cost  Talent
  Onboard Computer, all slots OIF (-1/2) 
2  1) Absolute Range Sense (3 Active Points); OIF (-1/2) 
2  2) Absolute Time Sense (3 Active Points); OIF (-1/2) 
2  3) Bump Of Direction (3 Active Points); OIF (-1/2) 
2  4) Lightning Calculator (3 Active Points); OIF (-1/2) 
Talents Cost: 8

Val  Disadvantages
15  Hunted: Champions 8- (Occasionally) (Mo Pow, Harshly Punish) 
15  Hunted: Dr Draconis 8- (Occasionally) (Mo Pow, Capture) 
20  Hunted: UNTIL 8- (Occasionally) (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Craves Respect (Common, Strong) 
15  Psychological Limitation: Enjoys playing the "Master Villain" (Common, Strong) 
10  Psychological Limitation: Hunting Deathstroke Uncommon, Strong 
10  Psychological Limitation: Vengeful (Uncommon, Strong) 
15  Reputation: Brutal Crimeboss, 11- (Extreme) 
10  Reputation: Loser Wannabe Villain plaid for a joke, Frequently (11-), Extreme (Known Only To A Small Group) 
10  Rivalry: Professional (Deathsinger; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Bruce Wyattl) Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 200

Experience Required: 250

Total Experience Available: 751

Experience Unspent: 501

Total Character Cost: 600


Height: 1.89 mHair: Black
Weight: 91.00 kgEyes: Brown
Appearance: Out of his battle armor, Bruce Wyatt has Movie Star appeal and good looks. He never got into acting because he was to "intense" and tended to get into fights. He has never really marred his good looks and he can be a commanding presence even out of his armor. The armor itself makes him seem something other than human. It appears to be a combination of Dr. Doom's armor and cloathing with the Punnisher's chest symbol and colors. The faceplate is highly articulated to move as if its his real face. It is twisted and inhuman, giving him a hollow, metallic tone to his voice, glowing energy can be seen escaping his "eyes" and "Mouth".
Personality: Bruce wants the respect he felt he deserves. He has always been a highly capable mercenary and his brief brush with the big leagues in nearly two decades ago only wet his appetite. Now able to truely act out his fantasies, he is taking everything very seriously. He still hunts for news on Deathstroke after all these years and he intends on destroying the group.
Quote:"Foolishness! You cannot contain the untamed fury of Dr Death! I am the scion of Pluto, the Scythe of Death itself!"
Background: Bruce Wyatt was a footnote in the "Dagger Incident". In the mid 80's, the supervillain group Deathstroke offered the charismatic, failed actor turned mercenary (don't ask) a battle suit, and a spot on the roster as a honest to god supervillain. He was to lead a Deathstroke assault team on a smash and grab at the local Nuclear Power Plant. His costume and weaponry were devised by Dr Draconis, a brilliant but disturbed weapons designer and dragon affectionado. The "battle suit", which Bruce never got a chance to test, turned out to be a lightly armored costume with a low-powered plasma blaster built into the guantlets and an impressive countenance. Serving only as a diviersion, he was summarily defeated and left to rot in prison. Once it was discovered that he had been played, he became the butt of innumerous jokes in prison. Going back to the life of a mercenary, Bruce never forgave nor forgot. He kept track of Deathstroke and Dr. Draconis, though the latter is currently beleived dead. One evening he was enjoying a drink with a couple of mercs he had known for a while and they told him about their plans to become "names" or costumed mercenaries. They had the skill and found a backer to supply them with their weapons. They offered him a chance to truly become Dr. Death, the supervillain, not Dr. Death the running gag. Bruce lept at the chance. Although the team is run buy Dr. Demolition and Missileer, they have Dr. Death installed as "the Leader" and they his team.
Powers/Tactics: A capable military man, Bruce has fought super heroes and agents much of his adult life. He knows that his job is to be the focal point of the attack. He makes presence attacks and tries to keep the opponents focused on his power and presence. This allows his team mates a chance for surprise maneuvers and cheap shots during combat.
Campaign Use: A potential "Master Villain" for your heroes. Dr. Death is a mercenary but he constantly plays the part of the incharge guy. His team-mates are referred to as "minions" and he generally acts like Mini-Destroyer. His "Grand Plans" are often covers for the actions of the DMH's employers. If you want to tone him down just drop the Multipowre to 60 pts and the slots accordingly, and get rid of his Martial Arts. If he's not tough enough, up his characteristics to fit your campaign and his multipower to 90 pts.


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

Player: NPC Villain

Val  Char   Cost
15  STR5
20  DEX30
20  CON20
10  BODY0
15  INT5
11  EGO2
15  PRE5
12  COM1
 
22  PD5
22  ED4
5  SPD20
7  REC0
40  END0
30  STUN2
 
8"  RUN4
4"  SWIM2
4"  LEAP1
Characteristics Cost: 106

Cost  PowerEND
  .50 Desert Eagle, all slots OAF (-1) 
2  1) Sight: +1 with Ranged Combat (5 Active Points); OAF (-1) 
20  2) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 32 clips of 9 Charges (+1/4) (45 Active Points); OAF (-1), No Knockback (-1/4) [9]
5  Another Desert Eagle: Custom Power (5 Active Points) 1
15  Combat armor: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 0
134  Explosive Arsenal: VPP (Gadget Pool), 112 base + 22 control cost, (168 Active Points); Limited Class Of Powers Available Limited (-1/2), VPP Powers Can Be Changed Only at workshop (-1/2); all slots Focused: Minimum IAF (-1/2) 
0  1) Disguised Bomb: Energy Blast 10d6, Time Delay (+1/4), Explosion (-1 DC/3"; +1) (112 Active Points); Side Effects: Bomb Goes Off (-1), IAF (-1/2), Requires A INT Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/2), Focused: Minimum IAF (-1/2) Real Cost: 32 11
0  2) Shrapnel Barrage: Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), Penetrating (+1/2), Area Of Effect (6" Radius; +1) (96 Active Points); 2 Charges (-1 1/2), OAF (Focus: Shoulder mounted missile Launcher; -1), Focused: Minimum IAF (-1/2) Real Cost: 24 [2]
0  3) Wrist Rockets: Energy Blast 10d6, Explosion (-1 DC/2"; +3/4) (87 Active Points); 3 Charges (-1 1/4), OIF (-1/2), Focused: Minimum IAF (-1/2) Real Cost: 27 [3]
  Helmet, all slots OIF (-1/2) 
3  1) Armored Helmet: Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); Only Works Attacks to the Head Very Limited Type of Attack (-1), OIF (-1/2) 0
7  2) Commlink: Radio Perception/Transmission (Radio Group), Telescopic (+1) (11 Active Points); OIF (-1/2) 0
3  3) Heat Sensor Visor: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3  4) NIghtvision Visor: Nightvision (5 Active Points); OIF (-1/2) 0
Powers Cost: 192

Cost  Martial Arts Maneuver
  Commando Training 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 
3  3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls 
8  4) +2 HTH Damage Class(es) 
4  5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
4  6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll 
4  7) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls 
4  8) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls 
Martial Arts Cost: 38

Cost  Skill
16  +2 with All Combat 
6  +2 with Explosive based weapons 
10  +2 with Ranged Combat 
20  +4 with Demolitions/Explosives Based Skills 
3  Analyze: Combat 12- 
3  Breakfall 13- 
3  Climbing 13- 
3  Combat Driving 13- 
3  Concealment 12- 
11  Demolitions 16- 
3  Electronics 12- 
3  Interrogation 12- 
5  Inventor 16- (11 Active Points); Explosives Based only (-1) 
3  Linguist 
1  1) Language: Arabic (Fluent Conversation) (2 Active Points) 
2  2) Language: German (Completely Fluent, w/Accent) (3 Active Points) 
1  3) Language: Japanese (Fluent Conversation) (2 Active Points) 
1  4) Language: Russian (Fluent Conversation) (2 Active Points) 
3  Lockpicking 13- 
3  Mechanics 12- 
4  SS: Chemical Engineering 13- 
7  SS: Explosives Engineering 16- 
3  SS: Physics 12- 
3  Scholar 
1  1) KS: Arms Dealers (2 Active Points) 11- 
6  2) KS: Explosives (7 Active Points) 16- 
3  3) KS: Military/Mercenary/Terrorist World (4 Active Points) 13- 
2  4) KS: Paramilitary Organizations (3 Active Points) 12- 
1  5) KS: US Marines (2 Active Points) 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Sleight Of Hand 13- 
3  Stealth 13- 
3  Streetwise 12- 
6  Survival (Temperate/Subtropical, Desert, Urban) 12- 
4  TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 
3  Tactics 12- 
3  Tracking 12- 
9  WF: Emplaced Weapons, Small Arms, Blades, Clubs, Fist-Loads, Garrote, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons 
9  Weaponsmith (Chemical Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14- 
Skills Cost: 182

Cost  Perk
6  Contact: Mercenary Community (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 
6  Contact: VIPER (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 
4  Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Passport 
5  Leader of Deadman's Hand 
5  Money: Well Off 
2  Reputation: Master of Disaster (A medium-sized group) , 11-, +2/+2d6 
Perks Cost: 28

Cost  Talent
12  Combat Luck: 6 PD/6 ED 
6  Lightning Reflexes: +4 DEX to act first with All Actions 
Talents Cost: 18

Val  Disadvantages
10  Distinctive Features: Commando Training Style Disadvantage Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
5  Distinctive Features: : Marine Corps Tattoo Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 
20  Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Hunted: US Military 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Adrenaline Junky Very Common, Strong 
20  Psychological Limitation: Code of the Mercenary Common, Total 
15  Psychological Limitation: Loves Explosions Common, Strong 
10  Reputation: Mercenary Assassin, Frequently (11-) 
10  Rivalry: Mechassassin Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identities Frequently (11-), Major 
Disadvantage Points: 145

Base Points: 200

Experience Required: 219

Total Experience Available: 250

Experience Unspent: 31

Total Character Cost: 564


Height: 1.73 mHair: Blonde
Weight: 79.00 kgEyes: Brown
Appearance: A well built man in his early 30's. Greg is a devotee to bodybuilding and staying in shape.
He dresses in relaxed fit clothing for ease of movement and hiding weapons. Dr Demolition's
uniform is gun-metal gray with black armor plating on the chest, shoulders, elbows, and
knees. His helmet is also black with a skull pattern on the face. His guantlets, belts,
and boots are also black.
Personality: Greed, Likes to see things explode. He has really come around to the idea of being a "supervillain". He now talks the talk, and tries to make himself seem larger than life.
Quote:I know you think you have me, Nighthawk. But the C4 I have placed around this bridge say, that you probably wnt to let me go.
Background: Archie Harrington joined the Marines out of highschool. He enjoyed the job, and found he had an affinity for explosives. He was trained in the creation, disarming, and disposal of all manner of bombs. He designed several himself, worked out new timers and even developed a crude micro rocket launcher in his spare time. Realizing that he could make a far better living as an arms dealer; he went AWOL and started his own explosives selling business. Taking the name Dr Hans Beachum,
he made quite a name for himself, but he missed the adrenaline rush of using the bombs. He began to consider life as a "super" mercenary; seeing the world, fighting costumed crime fighters, cops, and anyone else who he could blow up. Faking his death in a car bombing; he took another name, Greg Davies and developed the initial arsenal for his costumed persona of Dr. Demolition. He worked solo for a while, then found himself working with a like-minded fellow known as the Missileer.
Together, they re-designed much of their weaponry, and decided to form their own mercenary team. They recruited a few men from both arms designers and mercenary worlds and created a team of crack professionals dubbed the Dead Man's Hand.
Powers/Tactics: IF at all possible, Dr. D will booby trap the area while disguised before he goes in. When he makes the scene as Dr Demolition, the more preparation he made before the better. If caught without prep time, he tosses some grenades and uses the Two Desert Eagles given to him by Missileer.
Campaign Use: An explosive specialist mercenary assassin, how can you not like that?


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

Player: NPC

Val  Char   Cost
55  STR3
23  DEX15
30  CON10
20  BODY0
23  INT13
11  EGO2
13  PRE3
18  COM4
 
30  PD3
25  ED3
6  SPD7
17  REC0
60  END0
69  STUN5
 
6"  RUN0
2"  SWIM0
11"  LEAP0
Characteristics Cost: 68

Cost  PowerEND
  Minerva Armor, all slots OIF (-1/2) 
32  1) Powered Armor: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2) 0
28  2) Memory Fiber Exomusculature: +42 STR (42 Active Points); OIF (-1/2) 4
16  3) Memory Fiber Exomusculature: +8 DEX (24 Active Points); OIF (-1/2) 
20  4) Memory Fiber Exomusculature: +15 CON (30 Active Points); OIF (-1/2) 
13  5) Memory Fiber Exomusculature: +10 BODY (20 Active Points); OIF (-1/2) 
13  6) Memory Fiber Exomusculature: +2 SPD (20 Active Points); OIF (-1/2) 
11  7) Life Support Unit: Life Support (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); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2
19  8) On-Board Radar: Radar (Radio Group), Discriminatory, Analyze, Telescopic (+4) (29 Active Points); OIF (-1/2) 0
8  9) High Range Radio : High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0
3  10) Ultraviolet Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
30  Transport Systems: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2) 
1u  1) Transport Flight: Flight 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); OIF (-1/2) 2
2u  2) Combat Level Flight: Flight 15", Position Shift, Reduced Endurance (Half END; +1/4) (44 Active Points); OIF (-1/2), No Noncombat Movement (-1/4) 1
Powers Cost: 196

Cost  Martial Arts Maneuver
  Tae Kwon Do 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 12d6 Strike, Target Falls 
4  3) Punch/Elbow: 1/2 Phase, +2 OCV, +0 DCV, 13d6 Strike 
5  4) Side/Spin Kicks: 1/2 Phase, -2 OCV, +1 DCV, 15d6 Strike 
Martial Arts Cost: 16

Cost  Skill
10  +2 with HTH Combat 
6  +2 with firearms 
3  Computer Programming 14- 
3  Cryptography 14- 
7  Electronics 16- 
3  Inventor 14- 
4  KS: Powered Armor Heroes and Villains 15- 
3  KS: Technology Black Market 14- 
3  KS: Underworld Scientific Centers 14- 
1  Language: French (Basic Conversation) 
3  SS: BioPhysics 14- 
3  SS: Exoskeletons 14- 
3  SS: Physics 14- 
3  Security Systems 14- 
3  Stealth 14- 
3  Teamwork 14- 
2  WF: Small Arms 
3  Weaponsmith (Energy Weapons, Powered Armor) 14- 
Skills Cost: 66

Cost  Perk
7  Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Membership: Dead Man's Hand, Passport 
5  Money: Well Off 
4  Contact: Underworld Science Market (Contact has access to major institutions, Contact has useful Skills or resources) 11- 
3  Contact: Ladybug (Good relationship with Contact) 11- 
Perks Cost: 19

Cost  Talent
3  Lightning Calculator 
Talents Cost: 3

Val  Disadvantages
15  Hunted: Champions 8- (Occasionally), More Powerful, Harshly Punish 
10  Hunted: Iron Commando 8- (Occasionally), As Powerful, Harshly Punish 
20  Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Psychological Limitation: Code of the Mercenary Common, Strong 
15  Psychological Limitation: Devoted to the perfection of her Armor Common, Strong 
10  Psychological Limitation: Enjoys Combat Common, Moderate 
10  Psychological Limitation: Tech Geek Common, Moderate 
10  Reputation: Mercenary Supervillain, Frequently (11-) 
5  Rivalry: Ladybug Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity Frequently (11-), Major 
10  Susceptibility: Mental Attacks, 2d6 damage Instant Uncommon 
5  Vulnerability: 1 1/2x BODY Magnetic Attacks Uncommon 
5  Vulnerability: 1 1/2x Effect Magnetic Attacks Uncommon 
5  Vulnerability: 1 1/2x STUN Magnetic Attacks Uncommon 
Disadvantage Points: 150

Base Points: 200

Experience Required: 18

Total Experience Available: 25

Experience Unspent: 7

Total Character Cost: 368


Height: 1.83 mHair: Red
Weight: 61.00 kgEyes: Green
Appearance: Tracy is a tall, muscular woman who wears trendy clothing. She wears her hair long and when not in the Minerva suit she wears reading glasses. The battle armor is sleek, feminine and metallic. The base is silver with blue chrome on the upper torso, shoulders, guantlets, and boots. The Helmet is shaped like a beautiful silver faced woman, complete with red metallic "hair". The Armor is in a stylized greek warrior theme.
Personality: Appart from her desire to further her Powered Armor, and the friendship she has with Missileer, Minerva likes the money she makes, and the stories she can tell her friend Lady Bug.
Quote:You're in for it now, Ironclad, wrath of a goddess and all that. Tell Defender I said 'Hi'.
Background: MIT grad Tracy Augustine jumped at the chance to work on a privately funded Powered Armor program. She had several theories about a memory fiber based musculature that would greatly enhance the wearer's strength as well as endurance and even agility. She had also worked on telepathic inerfaces. When the company imploded financially in 2001, she stole the plans, prototypes, and several other items to sell on the black market while she continued to work on the armor.
Testing the armor was the most liberating thing she had ever known; she wasn't about lose it. She became a mercenary criminal to fund the armor development. During her criminal career two individuals have made the most impact in her life. The first, Ladybug, a powered armor villianess from Canada whose origin nearly mirrors her own, is a good friend they have spend many a night drinking and comparing notes. They have a rather competative rivalry as well, each trying
to prove her suit is the superior. The other individual was Anton Ambrose, the Missileer. The two criminals met on a botched robbery attempt. The more experienced Missileer came to Tracy's aid and they started a rather intense romantic relationship. Tracy and Anton aren't dating any more but they are close friends and he called her immediately when he and Dr. Demolition wanted to create the Dead Man's Hand.
As Minverva, Tracy serves as the team brick. She has not added any weapons systems to the armor as she enjoys the up close style combat. She also realizes that the rest of the team are predominately ranged attackers and she can use them for cover.
Powers/Tactics: Straight up brick. She has a more technological bent and she can fly.
Campaign Use: See Powers and Tactics.


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

Player: NPC Villain

Val  Char   Cost
20  STR10
17  DEX21
20  CON20
10  BODY0
15  INT5
12  EGO4
15  PRE5
14  COM2
 
17  PD5
16  ED4
5  SPD23
8  REC0
40  END0
30  STUN0
 
8"  RUN4
4"  SWIM2
5"  LEAP1
Characteristics Cost: 106

Cost  PowerEND
  .50 Desert Eagle, all slots OAF (-1) 
2  1) Sight: +1 with Ranged Combat (5 Active Points); OAF (-1) 
20  2) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 32 clips of 9 Charges (+1/4) (45 Active Points); OAF (-1), No Knockback (-1/4) [9]
5  Another Desert Eagle: Custom Power (5 Active Points) 1
15  Combat armor: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 0
93  Weapons Arsenal: VPP (Gadget Pool), 75 base + 18 control cost, (112 Active Points); Limited Class Of Powers Available Limited (-1/2), VPP Powers Can Be Changed Only at workshop (-1/2) 
0  1) Blaster Pistol: M-17 CC: Energy Blast 9d6, 16 Charges (+0), No Range Modifier (+1/2) (67 Active Points); OAF (-1), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) Real Cost: 27 [16]
0  2) Bolo Rockets: Entangle 4d6, 4 DEF, Increased Maximum Range (1,500"; +1/4), Takes No Damage From Attacks All Attacks (+1/2) (70 Active Points); 4 Charges (-1), IAF (-1/2) Real Cost: 28 [4]
0  3) EMP Blaster: Suppress technological 5d6, All Powers Simultaneously (+2) (75 Active Points); 1 Charge (-2), OAF (-1), Limited Special Effect Very Common SFX (-1/4) Real Cost: 18 [1]
0  4) Leech Blaster: Energy Blast 6d6, Attack Versus Limited Defense (Power Defense; +1 1/2) (75 Active Points); OAF (-1), 8 Charges (-1/2), Beam (-1/4), No Knockback (-1/4) Real Cost: 25 [8]
0  5) Micro Missiles: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); 2 Charges (-1 1/2), OAF (-1) Real Cost: 20 [2]
0  6) Sniper Laser: Killing Attack - Ranged 2d6, 16 Charges (+0), Increased Maximum Range (1,125"; +1/4), No Range Modifier (+1/2) (52 Active Points); OAF (-1), No Knockback (-1/4) Real Cost: 23 [16]
  Helmet, all slots OIF (-1/2) 
3  1) Armored Helmet: Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); Only Works Attacks to the Head Very Limited Type of Attack (-1), OIF (-1/2) 0
7  2) Commlink: Radio Perception/Transmission (Radio Group), Telescopic (+1) (11 Active Points); OIF (-1/2) 0
3  3) Heat Sensor Visor: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3  4) NIghtvision Visor: Nightvision (5 Active Points); OIF (-1/2) 0
Powers Cost: 151

Cost  Martial Arts Maneuver
  Tae Kwon Do 
8  1) +2 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
5  4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike 
3  5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  6) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 
4  7) Side Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
5  8) Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
Martial Arts Cost: 37

Cost  Skill
16  +2 with All Combat 
20  +4 with Ranged Combat 
   
5  Accurate Sprayfire 
3  Breakfall 12- 
3  Climbing 12- 
3  Combat Driving 12- 
3  Combat Piloting 12- 
3  Concealment 12- 
5  Concentrated Sprayfire 
3  Demolitions 12- 
3  Electronics 12- 
5  Fast Draw 13- 
3  Interrogation 12- 
5  Inventor 13- 
3  Linguist 
1  1) Language: Arabic (Fluent Conversation) (2 Active Points) 
2  2) Language: German (Completely Fluent, w/Accent) (3 Active Points) 
1  3) Language: Japanese (Fluent Conversation) (2 Active Points) 
1  4) Language: Russian (Fluent Conversation) (2 Active Points) 
3  Lockpicking 12- 
3  Mechanics 12- 
5  Rapid Attack (Ranged)  
5  Rapid Autofire 
3  Scholar 
1  1) KS: Arms Dealers (2 Active Points) 11- 
6  2) KS: Explosives (7 Active Points) 16- 
3  3) KS: Military/Mercenary/Terrorist World (4 Active Points) 13- 
2  4) KS: Paramilitary Organizations (3 Active Points) 12- 
1  5) KS: US Marines (2 Active Points) 11- 
3  Scientist 
3  1) SS: Chemical Engineering 13- (4 Active Points) 
6  2) SS: Explosives Engineering 16- (7 Active Points) 
2  3) SS: Physics 12- (3 Active Points) 
3  Security Systems 12- 
3  Shadowing 12- 
5  Skipover Sprayfire 
3  Sleight Of Hand 12- 
3  Stealth 12- 
3  Streetwise 12- 
6  Survival (Temperate/Subtropical, Desert, Urban) 12- 
6  TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Submarines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 
3  Tactics 12- 
3  Tracking 12- 
10  Two-Weapon Fighting (Ranged)  
29  WF: Common Missile Weapons, Early Firearms, Emplaced Weapons, Small Arms, Arare, Atatl, Blowguns, Boomerangs and Throwing Clubs, Clubs, Early Thrown Grenades, Fist-Loads, Flamethrowers, Fukimi-Bari, General Purpose/Heavy Machine Guns, Grenade Launchers, Iron Mandarin Duck, Metsubishi, Shoulder-Fired Weapons, Sling, Sling Bow, Staff Sling, Steel Olive, Steel Toad, Thrown Chain & Rope Weapons, Thrown Sword, Vehicle Weapons, Wishful Steel Ball 
9  Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets, Muscle-Powered Ranged) 14- 
Skills Cost: 220

Cost  Perk
9  Contact: Mercenary Community (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12- 
6  Contact: VIPER (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 
4  Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Passport 
5  Leader of Deadman's Hand 
5  Money: Well Off 
1  Reputation: Mercenary (A medium-sized group) , 11-, +1/+1d6 
Perks Cost: 30

Cost  Talent
3  Absolute Range Sense 
12  Lightning Reflexes: +8 DEX to act first with All Actions 
Talents Cost: 15

Val  Disadvantages
10  Distinctive Features: Tae Kwon Do Style Disadvantage Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
15  Hunted: Eurostar 8- (Occasionally), More Powerful, Harshly Punish 
15  Hunted: New Knights of the Round Table 8- (Occasionally), More Powerful, NCI, Limited Geographical Area, Harshly Punish 
20  Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Code of the Mercenary Common, Total 
20  Psychological Limitation: Fiercely Competitive Very Common, Strong 
15  Psychological Limitation: Loves Combat Common, Strong 
10  Reputation: Mercenary Assassin, Frequently (11-) 
10  Rivalry: Mechassassin Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 200

Experience Required: 209

Total Experience Available: 250

Experience Unspent: 41

Total Character Cost: 559


Height: 1.83 mHair: Black
Weight: 90.00 kgEyes: Brown
Appearance: Anton is tall and thickly built. He trains in Tae Kwon Do daily, as well as weights and running. He is in tremendous shape. He has black hair, but currently shaves his head and wears a goatee. He is an African-Italian citizen. The Missileer uniform is red with black armor on his upper torso, vitals, thighs, knees, shins, and elbows. His guantlets, helmet, and boots are metallic gold. The Helmet has an opaque red visor, and leaves his mouth and chin uncovered. He carries a variety of gunbelts, ammo, and weapons on his person. The holsters, belts, and such are black, the weapons are gray.
Personality: Ambrose is a firey violent man with a streak of nobility. He follows a code of the mercenary, keeps the lose of innocent life as low as possible in his line of work, and then works out his frustrations on his targets and anyone who gets in his way.
Quote:Hmm, with the wind and the fog, I'd say he's about ...DEAD! KABLAM!
Background: Anton was born into the mercenary trade. He is an impressive physical specemin and uncanny with firearms of any sort.
He adopted the Missileer name and uniform in 1995 and tried to make a name for himself as an assassin, and criminal security expert. This brought him into occasional conflict and cooperation with Mechassassin, Dr. Demolition, Lazer, Iron Commando, and other hi-tech mercs. He relishes conflict with these men, and formed a friendship with Demolition.
Later the two mercs decided to join forces and head a team of crack mercenaries themselves. They formed the Dead Man's Hand in 1999 and the organization has gained a reputation as dependable and professional.
Powers/Tactics: A brillian marksman, Missileer is also adept at creating weapons. He generally carries a small arsenal with him when he is doing his jobs. He tends to sit back and snipe if at all possible. He will get "up close and personal" as required and trains heavily in Tae Kwon Do. He also is skilled at breaking and entering.
Campaign Use: A merc with a heavy dose of offense.


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

Player: NPC; Villain

Val  Char   Cost
30  STR20
23  DEX39
28  CON36
10  BODY0
10  INT0
15  EGO10
20  PRE10
10  COM0
 
20  PD7
17  ED4
5  SPD17
12  REC0
56  END0
52  STUN13
 
6"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 156

Cost  PowerEND
5  Mentally Tough: Mental Defense (8 points total) 0
24  Erosion: Tunneling 3" through 10 DEF material (36 Active Points); No Noncombat Movement (-1/4), Not vs Lead (-1/4) 4
45  Bio-Chemical Energy Field : RKA 3d6, +1 STUN Multiplier (+1/4), Penetrating (+1/2) (79 Active Points); No Range (-1/2), No Knockback (-1/4) 8
21  Toughened Flesh: Armor (7 PD/7 ED) 0
Powers Cost: 95

Cost  Martial Arts Maneuver
  Dirty Infighting 
4  1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
5  2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
4  3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
Martial Arts Cost: 21

Cost  Skill
15  +3 with HTH Combat 
   
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 11- 
3  Contortionist 14- 
3  Demolitions 11- 
3  Electronics 11- 
2  KS: Knowledge Skill: Biochemical Cleanup 11- 
2  KS: Knowledge Skill: Explosives Production 11- 
3  Lockpicking 14- 
3  Paramedic 11- 
3  Security Systems 11- 
3  Shadowing 11- 
3  Stealth 14- 
3  Streetwise 13- 
3  Tracking 11- 
3  Scientist 
1  1) SS: Bacteriology 11- (2 Active Points) 
1  2) SS: Biochemistry 11- (2 Active Points) 
1  3) SS: Chemistry 11- (2 Active Points) 
1  4) SS: Genetics 11- (2 Active Points) 
Skills Cost: 68

Cost  Perk
4  Reputation (A large group) ; 8-, +4/+4d6 
25  Vehicles & Bases 
21  Contact (Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12- 
8  Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Licensed Security Specialist, Membership: League of Assassins, Passport 
Perks Cost: 58

Val  Disadvantages
15  Hunted: Champions: 8- (Occasionally), More Powerful, Harshly Punish 
20  Hunted: Police: 11- (Frequently) (As Pow, NCI, Harshly Punish) 
15  Secret Identity: Leon Williams: Frequently (11-), Major 
20  Antisocial: Common, Total 
15  Greedy: Common, Strong 
20  Sadistic: Common, Total 
15  Reputation: Hired Assassin, Frequently (11-) (Extreme) 
10  Rivalry: Mechassassin : Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
5  Susceptibility: Radioactive Substances: , 1d6 damage per Minute Uncommon 
5  Unluck: 1d6 
Disadvantage Points: 140

Base Points: 200

Experience Required: 58

Total Experience Available: 71

Experience Unspent: 13

Total Character Cost: 398


Height: 1.85 mHair: Red
Weight: 74.00 kgEyes: Green
Appearance: Red Hair, Green Eyes. Sturdy build. Leon wears a black costume with green highlights and the "biohazard" symbol on his chest. He wears a green domino mask.
Personality: Mercenary to the core. Williams cares not for his fellow man, enjoys killing and can be pretty horrific if he puts his mind to it. (Hence his reps)
Quote:"This will hurt alot."
Background: A high priced super assassin. Leon Williams gained his powers working as a technician for a genetics research company.



Reactor is one of my earliest creations and yet over the years His origin hasn't grown. Odd isn't it?
Powers/Tactics: A close range fighter, Reactor wants to get in and snuff his opponents and get out. He is a skilled streetfighter and uses his enhanced physique to do some real damage before slaying his foes with his Chemical Attack
Campaign Use: Thug, assassin, mercenary, secruity specialist; a criminal rennaisance man.


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

Player: NPC

Val  Char   Cost
25  STR15
20  DEX30
20  CON20
15  BODY10
15  INT5
15  EGO10
20  PRE10
14  COM2
 
16/22  PD8
11/17  ED4
5  SPD20
10  REC2
40  END0
40  STUN2
 
8"  RUN4
5"  SWIM3
5"  LEAP0
Characteristics Cost: 145

Cost  PowerEND
15  Combat Leathers: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 0
7  Concealed Radio : Radio Perception/Transmission (Radio Group) (10 Active Points); IAF (-1/2) 0
2  Nightsight Goggles: Nightvision (5 Active Points); OAF (-1) 0
2  Polorized Nightsight Goggles: Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1) 0
21  Scythe Guantlet: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), +1 STUN Multiplier (+1/4) (37 Active Points); OIF (-1/2), No Knockback (-1/4) 4
5  Another Scythe Guantlet: Custom Power (5 Active Points) 1
9  Throwing Scythes: Killing Attack - Ranged 2d6-1 (25 Active Points); OAF (-1), No Knockback (-1/4), Range Based On Strength (-1/4), 6 Recoverable Charges (-1/4) [6 rc]
Powers Cost: 61

Cost  Martial Arts Maneuver
  Self Developed Style 
12  1) +3 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
2  3) Weapon Element: Empty hand, Homemade Weapons, Off Hand 
3  4) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 
4  5) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block 
4  6) Cross: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike 
4  7) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 
4  8) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 
4  9) Flying Kick/Overhead Punch: 1/2 Phase, +2 OCV, -2 DCV, 8d6 +v/5; FMove 
4  10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND ; Target Falls 
3  11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 
3  12) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 
5  13) Kick/Uppercut: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
Martial Arts Cost: 56

Cost  Skill
30  +6 with HTH Combat 
4  +2 with any single attack 
   
3  Acrobatics 13- 
3  Breakfall 13- 
3  Climbing 13- 
3  Contortionist 13- 
10  Defense Maneuver I-IV  
3  Gambling 12- 
3  Interrogation 13- 
3  KS: Mercenary World 12- 
3  KS: Criminal Organizations 12- 
2  KS: Law Enforcement Agencies 11- 
3  KS: Martial Arts World 12- 
3  Language: Cantonese (Completely Fluent, w/Accent) 
5  Rapid Attack (HTH)  
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 13- 
2  Survival (Urban) 12- 
3  Tracking 12- 
10  Two-Weapon Fighting (HTH)  
2  WF: Blades, Clubs, Fist-Loads, Homemade Weapons 
3  Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12- 
Skills Cost: 110

Cost  Perk
5  Fringe Benefit: International Driver's License, Membership: Deaad Man's Hand, Passport 
5  Money: Well Off 
4  Reputation: Maniac Killer (A medium-sized group) , 11-, +4/+4d6 
Perks Cost: 14

Cost  Talent
6  Combat Luck: 3 PD/3 ED 
6  Lightning Reflexes: +4 DEX to act first with All Actions 
3  Lightsleep 
Talents Cost: 15

Val  Disadvantages
20  Dependent NPC: Sister's family 8- (Infrequently), Normal, Group DNPC (x4 DNPCs) 
10  Distinctive Features: Ominous Looking man with death motif clothing Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
20  Hunted: FBI 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Harshly Punish 
20  Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Psychological Limitation: Casual Killer Common, Strong 
15  Psychological Limitation: Greedy Common, Strong 
20  Psychological Limitation: Craves respect and credibility Very Common, Strong 
15  Reputation: Maniac Murderer, Frequently (11-), Extreme 
5  Rivalry: Another Assassin Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
20  Social Limitation: Secret Identity Frequently (11-), Severe 
Disadvantage Points: 160

Base Points: 200

Experience Required: 41

Total Experience Available: 50

Experience Unspent: 9

Total Character Cost: 401


Height: 1.91 mHair: Black; Dyed white
Weight: 99.00 kgEyes: Brown
Appearance: A large, African American man with white hair, dressed all in leather with skull motifs on his right shoulder and back. He wears combat boots and oversized bracers with sharp, retractable blades. He also carries small "throwing Scythes".
Personality: Reaper Man is in it for the cash and the credibility. He enjoys being a feared assassin and mercenary "Supervillain". Although he has no trouble taking human life, he doesn't kill for "sport". He is also capable of taking non-lethal assignments.
Quote:Just a second and this will all be over.
Background: Carl Miller is a devotee to death itself. At least he pretends to be; he is actually a rather well adjusted man for an assassin. He enjoys the physical challenges of competing in the "metahuman" world, as well as the money that can be made by a "named" criminal. He comes from Georgia, spent three years in the army, has trained physically all his life, using an ecclectic blend of Kung Fu and Boxing, then adding the use of his blade guantlets. Reaper Man has spent the last three years developing his reputation and joined the Dead Man's Hand happily when Approached by Dr. D.
Powers/Tactics: A phenomenal physical specimen with an ecclectic, self developed combat style. Reaper Man often uses his blades to great effect, after softening his victume up with his throwing scythes. He often makes frightening PRE attacks against his victems because he likes the rush of being feared.
Campaign Use: Mercenary Supervillain. He might end up working for Barron Terror if the latter needs more 'muscle'.


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

Player: NPC Villainess; Member of Dead Man's Hand

Val  Char   Cost
15  STR5
27  DEX51
20  CON20
11  BODY2
18  INT8
14  EGO8
18  PRE8
18  COM4
 
11/23  PD8
11/23  ED7
5  SPD13
11  REC8
40  END0
40  STUN11
 
9"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 153

Cost  PowerEND
30  Bow and Arrows: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 
1u  1) Broadhead Arrow: Killing Attack - Ranged 3d6 (45 Active Points); 4 Charges (-1), OAF (-1) [4]
1u  2) Bugged Arrow: Clairsentience (Hearing Group), x128 Range (14080"), Transmit (57 Active Points); 1 Charge (-2), OAF (-1) [1]
1u  3) Chisle-Point Arrow: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); 4 Charges (-1), OAF (-1) [4]
2u  4) Explosion Arrow: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) [4]
2u  5) Flare Arrow: Sight and Hearing Groups Flash 11d6 (55 Active Points); 4 Charges (-1), OAF (-1) [4]
2u  6) Glue Arrow: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) [4]
2u  7) Knockout Gas Arrow: Energy Blast 4d6, No Normal Defense (Life Support (Self-Contained Breathing); +1), Area Of Effect (4" Radius; +1) (60 Active Points); 4 Charges (-1), OAF (-1) [4]
2u  8) Smoke Arrow: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 4 Continuing Charges (removed by high winds or rain) lasting 1 Turn each (-1/2) [4 cc]
1u  9) Swingline Arrow: Swinging 12" (12 Active Points); 4 Charges (-1), OAF (-1) [4]
2u  10) Taser Arrow: Energy Blast 12d6, STUN Only (+0) (60 Active Points); 4 Charges (-1), OAF (-1) [4]
15  Supremely designed Compound Bow: No Range Modifier for Multipower slots (up to 60 active points): No Range Modifier (+1/2); OAF (Specially Designed Bow.; -1) for up to 60 Active Points (15 Active Points) 1
  Peerless Senses: 
17  1) Accuracy: +5 with Ranged Combat (25 Active Points); Only To Increase OCV (-1/2) 
15  2) Far Seeing: +10 versus Range Modifier for Sight Group 0
6  3) Good Eyes: +3 PER with Sight Group 0
24  Bulletproof Costume: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) 0
6  Fleet Footed: Running +3" (9" total) 1
6  Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group [very common Sense] (-1/4) 0
3  Nightsight Mask Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 138

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 
Martial Arts Cost: 34

Cost  Skill
15  +5 with Bow and Arrows Multipower 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Inventor 13- 
2  PS: Bowyer 11- 
3  Scholar 
1  1) KS: 60's-70' s Era Heroes and Villains (2 Active Points) 11- 
2  2) KS: Competition Archery (3 Active Points) 13- 
1  3) KS: Criminal Underworld (2 Active Points) 11- 
1  4) KS: Karate (2 Active Points) 11- 
1  5) KS: Superheroes (2 Active Points) 11- 
1  6) KS: Supervillains (2 Active Points) 11- 
1  7) KS: The Military/Mercenary/Terrorist World 8- 
3  Stealth 14- 
3  Streetwise 13- 
2  Survival (Urban) 13- 
3  Tactics 13- 
3  Teamwork 14- 
3  Tracking 13- 
4  WF: Common Melee Weapons, Common Missile Weapons 
1  WF: Off Hand 
6  Weaponsmith (Chemical Weapons, Incendiary Weapons, Muscle-Powered Ranged) 14- 
Skills Cost: 68

Cost  Perk
3  Fringe Benefit: Membership: member of the Dead Man's Hand 
Perks Cost: 3

Cost  Talent
6  Lightning Reflexes: +4 DEX to act first with All Actions 
Talents Cost: 6

Val  Disadvantages
15  Hunted: Champions 8- (Occasionally), More Powerful, Capture 
15  Hunted: Red Hawk 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Capture 
15  Hunted: Warpath 8- (Occasionally) (As Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Hatred of Heroes Common, Strong 
20  Psychological Limitation: Must Be The Best; Won't Settle For Second Place Very Common, Strong 
15  Psychological Limitation: Overconfidence Very Common, Moderate 
10  Reputation: Murderer (Patricide), 11- (Extreme; Known Only To A Small Group) 
10  Rivalry: Professional (Warpath; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Selene Broussard) Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 200

Experience Required: 52

Total Experience Available: 59

Experience Unspent: 7

Total Character Cost: 402


Height: 1.68 mHair: Black
Weight: 55.00 kgEyes: Green
Appearance: An attractive young woman with black hair and green eyes. Her costume is a black bodysuit with silver gloves, boots, and tabard. She wears a silver wig and black domino mask when in costume.
Personality: Silver Huntress has decided that life has little meaning to her anymore, she simply wants to be the best archer there is bar none. She cares not a bit for others lives or (secretly) her own. Dr. Demolition has picked up on this and he tries to ensure that she is not the linch-pin to any mission as he doesn't trust her to put the mission ahead of her agendas.
Quote:"Bull's eye. You're dead."
Background: Selene Broussard is the second child of 60's & 70's hero Red Bowman and his parter-turned-wife, Silver Shrike. Red Bowman, nomme de reality, Peter Broussard had a hard time in retirement. He developed a severe drinking problem that eventually ruined his marriage. However, Peter was able to cast aside his demons when his eldest child, Darren wanted to follow in his footsteps. Selene idolized her older brother and wanted to learn the bow too. For the next year, the two children split time between their parents and things seemed to be going well. Then Peter fell off the wagon. He kept it hidden for a while but it tragically caused the death of Darren during a training exercise. Selene never forgave her father. However, instead of giving up archery; she practiced with an intensity and ferocity that unnerved her mother. She ran away from home shortly after her seventeenth birthday.
When Selene was 21, she returned to take her revenge on her father. She tried to force him into a fight where she could show him what a pitiful man he truly was, but he wouldn't even lift the bow against her. She killed him in cold blood. Taking the name Silver Huntress, she joined the ranks of hired assassins. She and Warpath know eachother by reputation and that's enough for them to want to kill each other. She joined with the Dead Man's Hand as their eighth and final member.
Powers/Tactics: Stay a way and pepper them with arrows.
Campaign Use: If she's too tough; drop her Multipower Pool to 45 Active points and drop her Martial Arts. This makes her a one trick pony. If she's not tough enough, give her some more trick arrows and perhaps add the Autofire Advantage to represent her superlative skill. You could also give her the talents Combat Archery, Rapid Archery, and or Mounted Archery.