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

Player: NPC; Member of the Defilers

Val  Char   Cost
15  STR5
20  DEX30
18  CON16
11  BODY2
18  INT8
15  EGO10
15  PRE5
10  COM0
 
4/17  PD1
4/17  ED0
5  SPD20
7  REC0
40  END2
30  STUN2
 
9"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 101

Cost  PowerEND
45  Cryon Pistol: Multipower, 60-point reserve, 60 Charges (+1/2) (90 Active Points); all slots OAF (-1) 
3u  1) Deep Freeze Blast: Energy Blast 6d6, No Normal Defense (defense is Life Support [Safe Environment: Intense Cold]; +1) (60 Active Points); OAF (-1) 6
2u  2) Frozen In Ice: Entangle 6d6, 6 DEF (60 Active Points); Vulnerable (Fire/Heat; -1), OAF (-1), Requires 5 Charges Per Use (-1/2) 6
3u  3) Ice Blast I: Energy Blast 12d6 (60 Active Points); OAF (-1) 6
3u  4) Ice Blast II: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (-1) 6
2u  5) Ice Blast III: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), Requires 3 Charges Per Use (-1/2) 6
2u  6) Ice Sheet: Change Environment (create ice sheet) 32" radius, -4 to DEX Rolls to move on the sheet, Personal Immunity (+1/4) (49 Active Points); OAF (-1), Requires 4 Charges Per Use (-1/2), Only Affects Characters Who Are Moving on the Ground (-1/4) 5
2u  7) Icicle Darts: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), Requires 2 Charges Per Use (-1/4) 4
5  Second Cryon Pistol: Identical to the Above Multipower (5 Active Points) 0
2  Willpower: Mental Defense (5 points total) 0
8  Swingline Guantlet & Belt Assembly: Swinging 12" (12 Active Points); OIF (-1/2) 1
18  Bulletproof Spandex: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
4  Reinforced Leather Jacket: Armor (4 PD/4 ED) (12 Active Points); Standard Vest (Protects Locations 11-13; -1 1/2), OIF (-1/2) 0
1  Ice Walking Boots: Environmental Movement (no penalties on Ice) (2 Active Points); OIF (-1/2) 
3  Insulated Environmental Costume: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) 0
6  Intense Physical Training: Running +3" (9" total) 1
7  Using Two Blasters At once: Autofire (2 shots; +1/4) for up to 60 Active Points of Multipower (15 Active Points); OAF (Requires Second Blaster; -1) 1
Powers Cost: 116

Cost  Martial Arts Maneuver
  Self Defense Training 
3  1) Strike (Punch/Elbow/Knee/Kick): 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike 
3  2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 
3  4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 
3  5) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 
Martial Arts Cost: 16

Cost  Skill
10  +2 with Ranged Combat 
9  +3 with Cryon Pistols 
5  Accurate Sprayfire 
3  Acrobatics 13- 
3  Breakfall 13- 
3  Bribery 12- 
3  Bureaucratics 12- 
3  Climbing 13- 
3  Defense Maneuver I  
3  Fast Draw 13- 
2  Forgery (Credit Cards, Machine/Vehicle Parts) 13- 
3  Inventor 13- 
2  KS: Arms Dealers 11- 
2  KS: The Superhuman World 11- 
3  Lockpicking 13- 
3  Mechanics 13- 
2  Navigation (Land) 13- 
3  Paramedics 13- 
5  Rapid Attack (Ranged)  
3  Scientist 
7  1) SS: Cryogenic Engineering 18- (8 Active Points) 
2  2) SS: Energy Physics 13- (3 Active Points) 
2  3) SS: Mathematics 13- (3 Active Points) 
2  4) SS: Physics 13- (3 Active Points) 
3  Security Systems 13- 
3  Shadowing 13- 
3  Sleight Of Hand 13- 
3  Stealth 13- 
3  Streetwise 12- 
4  Survival (Arctic/Subarctic, Urban) 13- 
4  Systems Operation (Communications Systems, Environmental Systems) 13- 
3  TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 
3  Teamwork 13- 
10  Two-Weapon Fighting (Ranged)  
2  WF: Small Arms 
2  Weaponsmith (Energy Weapons) 13- 
Skills Cost: 129

Cost  Perk
3  Fringe Benefit: Membership: The Defilers 
15  Vehicles & Bases: Workshop 
Perks Cost: 18

Val  Disadvantages
10  Hunted: Blowtorch 8- (As Pow, Harshly Punish) 
10  Hunted: Laser 8- (As Pow, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: The Champions 8- (Mo Pow, Harshly Punish) 
15  Psychological Limitation: Doesn't Kill (Common, Strong) 
15  Psychological Limitation: Fearful of his teammates (Common, Strong) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Psychological Limitation: Professional; always acts in an honorable (for a villain) manner. Doesn't take needless risks or get sidetracked. (Common, Strong) 
15  Reputation: Member of Feared Supergroup, 11- (Extreme) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Unluck: 2d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 30

Total Experience Available: 30

Experience Unspent: 0

Total Character Cost: 380


Height: 1.81 mHair: Brown
Weight: 80.00 kgEyes: Blue
Appearance: A trim, athletic man, just under six feet tall. John has a well toned build. He wears a white body suit with dark blue belt, holsters, boots, gloves, and a blue snowflake on his chest. He wears a "bandit" style face mask (white) and a light blue leather jacket with the sleeves rolled up over the top of his costume. The Jacket has a white snowflake on the back.
Personality: Greed, and excitement. He has perfected his weapons and in that regard is at peace with the universe. He loves the paycheck and the kick he gets from being a supervillain though. He is unlikely to leave his life behind.
Quote:"Chill out buddy. Take a chill pill. Here, take two."
Background: John Snow loved his last name. He loved the snow, the ice. They reminded him of diamonds; and he liked that idea too. Some people don't know what they want to be, John wanted to be rich. He wanted to be respected, and he wanted to be feared. He began designing his "frost gun" in high school. Nothing in depth, but he wanted something portable and stylish. He worked on the style elements early on. When he went to Cal Tech, he began working on how the thing would actually work. Graduating with a degree in Cryogenic Engineering, he was considered one of the top men in his field; much was expected. He began working for various medical technology companies, well paying jobs with an emphasis on research. He would limit himself to consulting and limited term contracts. All the while he was training his body and his mind for criminal purposes. He began to build a hidden workshop. Once he had a place to stay and a significant budget, he began to develop his weapon. It was slower going than he had hoped and he ended up working with various criminal elements to make headway. Eventually he succeeded in developing an "Ice-Thrower"; a rifle hooked to a tank he wore on his back. He wasn't happy with the design, but it allowed him to start his criminal career.
As his reputation grew he made a few friends with eyes on improving the design of his weapon. A chance working relationship with the Warlord developed and he got his hands on some of their "Blue-Boy" technology. WIth this he was able to drastically reduce the size of his powercells. He developed a prototype pistol and sold it to the Warlord at a huge profit (the Warlord collects weapons of unique or unusual nature). Using this capital he perfected the pistol design, built two and began his 'two-gun' career. It was during this time he began working with the Defilers. Chillbane would love nothing more than to leave the team, but he's well aware of the corrupting effect of Necros. He knows that the others are fiercely loyal and far mor vicious to boot. He's sure he wouldn't get out alive. So he sits and bides his time. All the while hoping no one notices that he isn't a killer.
Powers/Tactics: Actually, Chillbane is pretty physical for a genius supervillain. He has spent years training to be an effective combatant. He can fight without his weapons but isn't a match for your average hero in this regard. He has excellent reflexes and reaction time. He prefers to use his weapons simultaneously, firing at two seperate opponents if possible. He has something of a "gunslinger" mentality and likes to test himself against his opponents. He prefers to avoid the RKA unless its a do or die situation or he fears his team is paying too close attention to his combat style.
Campaign Use: He'd make a good member of a rogues gallery for a single hero or a nice mercenary villain. If he's too tough for you, get rid of his Autofire skills, Autofire ability and second Multipower. If you want to make him stronger, improve his hand to hand ability and increase his overall DEF.


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

Player: NPC; Member of the Defilers

Val  Char   Cost
40  STR30
23  DEX39
25  CON30
12  BODY4
15  INT5
17  EGO14
25  PRE15
10  COM0
 
8/20  PD0
8/20  ED3
5  SPD17
13  REC0
50  END0
50  STUN5
 
20"  RUN0
2"  SWIM0
22"  LEAP0
Characteristics Cost: 162

Cost  PowerEND
15  Artificial Organs: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0
12  Com-Link: HRRP (Radio Group) 0
36  Cybernetic Armor: Armor (12 PD/12 ED) 0
19  Cybernetic Legs: Leaping +14" (22" forward, 11" upward) (Accurate) 2
28  Cybernetic Legs: Running +14" (20" total) 3
3  Ear Piece: Ultrasonic Perception (Hearing Group) 0
10  Effotless Might: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR 
5  Eye Piece: IR Perception (Sight Group) 0
5  Eye Piece: UV Perception (Sight Group) 0
Powers Cost: 133

Cost  Martial Arts Maneuver
  Commando Training 
3  1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 
4  2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
4  3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 
4  5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on 
4  6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 
4  7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
4  8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
1  9) Weapon Element: Clubs 
1  10) Weapon Element: Knives 
Martial Arts Cost: 33

Cost  Skill
24  +3 with All Combat 
3  Analyze: Combat 12- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 12- 
3  Cryptography 12- 
3  Demolitions 12- 
3  Electronics 12- 
3  Interrogation 14- 
2  KS: The Superhuman World 11- 
3  Lockpicking 14- 
3  Mechanics 12- 
2  Navigation (Land) 12- 
3  Paramedics 12- 
3  Security Systems 12- 
3  Streetwise 14- 
3  Tactics 12- 
3  Teamwork 14- 
3  Tracking 12- 
Skills Cost: 76

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

Val  Disadvantages
15  Distinctive Features: Cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  Hunted: Kinetik 8- (As Pow, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: The Warlord 8- (Mo Pow, NCI, Watching) 
10  Psychological Limitation: Greedy (Common, Moderate) 
20  Psychological Limitation: Inhuman; life means nothing to him (Common, Total) 
15  Psychological Limitation: Sadistic (Common, Strong) 
15  Social Limitation: Public Identity (Frequently, Major) 
10  Vulnerability: 2 x Effect Magnetic Attacks (Uncommon) 
20  Vulnerability: 2 x STUN Electrical Attacks (Common) 
10  Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 
Disadvantage Points: 155

Base Points: 200

Experience Required: 52

Total Experience Available: 52

Experience Unspent: 0

Total Character Cost: 407


Height: 1.79 mHair: Black
Weight: 100.00 kgEyes: Blue
Appearance: A man made of gleaming white metal . He still maintains his (heavily reinforced) torso. He has the classic half human, half machine head. His eye piece glows with a green-white light. He has silver bands on his forearms and calves. He has a red skull on his chest.
Personality: Before the corrupting influence of Necros; Louis Jones was a fairly typical mercenary supervillain. He was in it for money and thrills. These things allowed him to ignore the fact that he was no longer human. As the corruption took hold, he became less and less inclined to think of himself as a human being. He has become more violent. He began to enjoy causing pain. The look of horror and pain on his victims' faces allows him to remember. He no longer associates with anyone when not acting with the Defilers; he simply sits alone and spends much of his time now simply sitting in the dark watching snuff films.
Quote:"Life is hard, So I upgraded."
Background: Louis Jones lost the use of his arms and legs in a boeating accident. If he'd been anything but a ARGENT security officer he'd have lived the rest of his life in a wheelchair. But he was and he was given the opporotunity for cybernetic reconstruction or early retirement. Louis chose the former. He worked another three years as a Meta Enforcer and delivery man and then went solo. He enjoyes being "superhuman" and spends alot of his money adding enhancements to his form. ARGENT gives him a discount.
Death Metal, as Louis calls himself these days, became a Defiler because the money was good and he enjoyed testing himself against the Protector. He's been with the team ever since.
Powers/Tactics: A skilled brawler with superhuman strength and stamina. He is mobile and fast.
Campaign Use: Death Metal isn't a world beater. He should be fine as is. If he's still to tough, drop his STR to 30. If he's not tough enough, raise his STR to 50 and perhaps add some weaponry.


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

Player: NPC; Leader of the Defilers

Val  Char   Cost
45  STR0
21  DEX0
27  CON4
20  BODY0
23  INT13
17  EGO14
30/40  PRE10
12  COM1
 
12/27  PD3
6/21  ED1
6  SPD9
14  REC0
54  END0
63  STUN6
 
9"  RUN0
2"  SWIM0
9"  LEAP0
Characteristics Cost: 61

Cost  PowerEND
100  Armor of Necros Offensive Enchantments: Multipower, 125-point reserve, (125 Active Points); all slots OIHID (-1/4) 
10u  1) Bolts of Eldritch Power: Energy Blast 10d6, Variable Special Effects (Any SFX; Arcane Effects (Fire, Lightning, Necromancy, etc...); +1/2), Variable Advantage (+1/2 Advantages; +1) (125 Active Points); OIHID (-1/4) 12
10u  2) Impdedement Spells: Entangle 6d6, 6 DEF, Reduced Endurance (0 END; +1/2), Variable Special Effects (Any SFX; Arcane Effects (Fire, Lightning, Necromancy, etc...); +1/2) (120 Active Points); OIHID (-1/4) 0
6u  3) Lethal Eldritch Power: Killing Attack - Ranged 2d6, Variable Special Effects (Any SFX; Arcane Effects (Fire, Lightning, Necromancy, etc...); +1/2), Variable Advantage (+1/2 Advantages; +1) (75 Active Points); OIHID (-1/4) 7
6u  4) Necromantic Healing : Transfer 4d6 (Body to Body), AVLD (Power Defense; +3/4) (105 Active Points); Doesn't affect the Unliving (-1/2), OIHID (-1/4) 10
3u  5) Summon Undead Legion: Summon 64 50-point Skeletons (40 Active Points); OIHID (-1/4) 4
36  Battle Armor: Armor (15 PD/15 ED) (45 Active Points); OIHID (-1/4) 0
4  Enahnced Movement: Running +3" (9" total) (6 Active Points); OIF (-1/2) 1
18  Enchanted Senses: (Total: 23 Active Cost, 18 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus Ultraviolet Perception (Sight Group) (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus Ultrasonic Perception (Hearing Group) (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) 0
8  Need Not Breath: Life Support (Self-Contained Breathing) (10 Active Points); OIHID (-1/4) 0
8  Skull Mask Protective Enchantments: (Total: 10 Active Cost, 8 Real Cost) Sight Group Flash Defense (5 points) (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus Hearing Group Flash Defense (5 points) (5 Active Points); OIHID (-1/4) (Real Cost: 4) 0
6  Summon Necros Armor: Cosmetic Transform 2d6 (Clothes into Armor), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
36  Wings of the Demon: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points); OIHID (-1/4) 0
  Enhanced Attributtes, all slots OIHID (-1/4) 
16  1) +10 BODY (20 Active Points); OIHID (-1/4) 
8  2) +10 PRE (10 Active Points); OIHID (-1/4) 
26  3) +11 DEX (33 Active Points); OIHID (-1/4) 
24  4) +15 CON (30 Active Points); OIHID (-1/4) 
16  5) +2 SPD (20 Active Points); OIHID (-1/4) 
28  6) +35 STR (35 Active Points); OIHID (-1/4) 3
4  7) Lord of the Undying: +10 PRE (10 Active Points); Only vs Undead (-1), OIHID (-1/4) 
37  Necromantic Magic: Variable Power Pool (Magic Pool), 25 base + 12 control cost, (37 Active Points) 
Powers Cost: 410

Cost  Skill
6  +2 with Battle Armor Offensive Enchantments 
3  Breakfall 13- 
3  Conversation 15- (17-) 
3  High Society 15- (17-) 
3  Linguist 
0  1) Language: English (Idiomatic, native accent; Native Language) 
1  2) Language: French (Fluent Conversation) (2 Active Points) 
1  3) Language: Japanese (Basic Conversation) 
1  4) Language: Russian (Basic Conversation) 
1  5) Language: Spanish (Fluent Conversation) (2 Active Points) 
3  PS: Appraising 14- 
3  Persuasion 15- (17-) 
3  Scholar 
2  1) KS: Alchemy (3 Active Points) 14- 
2  2) KS: Arcane Magic (3 Active Points) 14- 
2  3) KS: Arcane and Occult Lore (3 Active Points) 14- 
2  4) KS: Black Magic (3 Active Points) 14- 
2  5) KS: Demon Lore (3 Active Points) 14- 
2  6) KS: Devil Lore (3 Active Points) 14- 
2  7) KS: Dragon Lore (3 Active Points) 14- 
2  8) KS: Flora and Fauna (3 Active Points) 14- 
2  9) KS: Herbalism (3 Active Points) 14- 
2  10) KS: Legendary Magic Items and Artifacts (3 Active Points) 14- 
2  11) KS: Magic Item Crafting (3 Active Points) 14- 
2  12) KS: Magical Research (3 Active Points) 14- 
4  13) KS: Necromancy (5 Active Points) 16- 
2  14) KS: Occult History (3 Active Points) 14- 
2  15) KS: Paranormal Psychology (3 Active Points) 14- 
2  16) KS: Secret Societies (3 Active Points) 14- 
3  Seduction 15- (17-) 
5  Stealth 14- 
3  Streetwise 15- (17-) 
3  Traveler 
1  1) CK: Madrid (2 Active Points) 11- 
1  2) CK: Moscow (2 Active Points) 11- 
1  3) CK: New York City (2 Active Points) 11- 
1  4) CK: Paris (2 Active Points) 11- 
Skills Cost: 83

Cost  Perk
15  Vehicles & Bases 
6  Contact : DEMON Morbane (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11- 
10  Money: Wealthy 
Perks Cost: 31

Cost  Talent
  Spirit Guide, all slots OIHID (-1/4) 
2  1) Absolute Range Sense (3 Active Points); OIHID (-1/4) 
2  2) Absolute Time Sense (3 Active Points); OIHID (-1/4) 
2  3) Bump Of Direction (3 Active Points); OIHID (-1/4) 
2  4) Lightning Calculator (3 Active Points); OIHID (-1/4) 
4  5) Magesight (5 Active Points); OIHID (-1/4) 
Talents Cost: 12

Val  Disadvantages
10  Distinctive Features: Necromantic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Enraged: When rebuked or resisted (Common), go 11-, recover 14- 
10  Hunted: Burden 8- (As Pow, Harshly Punish) 
20  Hunted: The Champions 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 
15  Physical Limitation: Cannot enter holy ground (Infrequently, Fully Impairing) 
15  Psychological Limitation: Casual Killer (Common, Strong) 
20  Psychological Limitation: Irredeemably Evil. (Common, Total) 
20  Psychological Limitation: Megalomaniacal (Common, Total) 
20  Reputation: Third Rate master Villain, 14- (Extreme) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Vulnerability: 2 x STUN Holy of Consecrated Weapons/Attack Effects (Uncommon) 
10  Vulnerability: 2 x BODY Holy of Consecrated Weapons/Attack Effects (Uncommon) 
Disadvantage Points: 220

Base Points: 200

Experience Required: 177

Total Experience Available: 177

Experience Unspent: 0

Total Character Cost: 597


Height: 1.68 mHair: Bald, gray beard
Weight: 58.00 kgEyes: Brown
Appearance: A man in a dirty bronze plate mail armor with no helmet. He wears a shiny brass skill face mask with glowing red eyes. Over this he wears a bloodred cloak.
Personality: Power, preferably in a horrific, bloody manner. Anton is barely there anymore. He has been almost completely subsumed by the necromantic energies of his armor. He spends more time in the armored form now than as himself.
Quote:"Die"
Background: Anton Jerkovic wanted to be a DEMON Morbane more than anything. He had studied necromancy since his teen years, a morbid, disturbed little man who simply could not fit into society. His life changed for ever when he joined DEMON. He enjoyed the feeling of power that he got just by being in this organization, but it wasn't enough. He wanted more. He wanted to become a Morbane. Things didn't work out for him in this regard, but he did find mention of a terrible artifact. When he brought it to the attention of his Morbane master, a fellow devotee of the necromantic arts; it was decided that DEMON must have control of this artifact. Finding it proved to be the easy part. It had been disguised and protected in a small South American Cathedral for centuries. Anton was made the field leader of the team sent to "recover" it.
Things went wrond, the Church knew what it held, specially trained monks defended it to the last man. Anton managed to grab it during the battle; but he had no intention of turning over to his masters in DEMON. Reciting the curse that activated it, he offered his own blood and within moments was adorned in a baroque armor, covered in dark runes. The Mask was a gleaming brass skull with crystaline red eyes. He could see everything! With a somewhat nervous laugh, he flew off into the night.
Reapearing as Necros, he began his oft failed attempts at taking over the world. Early in his career, Necros was something of a joke. Powerful enough but limited in experience and his arrogance often lead him to over step his ability. He found himself defeated again and again by superheroes. Chief among his foes was the Protector, a classic flying brick archetype, who apparently recieved his powers via white magic. The Protector and his occasional allies among the Millennium City Superheroes became an obsession with Necros as the necromantic armor he wore began to corrupt him. He became more bloodthirsty and hell bent on Protector's death. He gathered about a group of relatively minor supervillains who had all run afoul of the Protector and dubbed them the Defilers. Even this team wasn't very successful. Necros was a horrible leader. Necros was smart enough to put a bounty on the Protector's identity; eventually this payed off.
He summoned the Defilers (they tended to go their separate ways between failed grasps at power) and they assaulted the home of Peter Wilson. Fearful for the safety of his wife and infant son, The Protector surrendered to the Defilers on the conditioned that they be spared. Necros ordered his men to assault the helpless Protector, all save for Powerfist took part in the beating, they too had become slowly corrupted by the Necros armor. Although having his greatest foe savagely beaten in his presence was satisfying, it wasn't the total defeat he had desired. Wanting more suffering, he ordered the deaths of The Protector's family. Barely able to stand due to his injuries, the Protector none the less tried to protect his wife and child.
Necros' victory was very short lived. Unable to simply stand by and watch an innocent woman and child be murdered in cold blood, Powerfist asssaulted Necros. Caught off guard; the leader of the Defilers was dropped quickly. Powerfist then attacked the others. He managed to hold them off long enough for the cities other heroes to arrive. Necros swore revenge as he abandoned his men. The Protector died from his injuries but the betrayal by Powerfist robbed Necros of the joy he should have had. His hatred had been transfered to his former underling.
Powerfist aided PRIMUS in halting one of the Defilers' schemes and locating their hideout. Again the team was captured, but this time Necros was corraled too. He was livid.
Once again free from prison, Necros has reformed the Defilers. He has added a replacement for Powerfist, an inhuman wrecking machine calling himself Slaughterfist.
Necros now leads a bloodthirsty team of murderers in hopes of conquering the United States and then the world.
Powers/Tactics: A powerful being of magic. HIs actual spell casting ability is low, but his armor makes up for it.
Campaign Use: 


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

Player: NPC; member of the Defilers

Val  Char   Cost
55  STR45
15  DEX15
28  CON36
14  BODY8
10  INT0
13  EGO6
20  PRE10
6  COM-2
 
15/35  PD4
15/35  ED9
4  SPD15
17  REC0
56  END0
56  STUN0
 
6"  RUN0
2"  SWIM0
29"  LEAP0
Characteristics Cost: 146

Cost  PowerEND
  Brick Attacks 
27  1) Bloody Knuckles: Penetrating (+1/2) (27 Active Points) applied to STR [Notes: Spikes on his nuckles.] 3
40  2) It's Like Hitting A Brick Wall: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Getting Grabbed By The Character (-1/2) 0
45  3) Rending Attack: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR) 4
24  4) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
48  Armor Plating I: Armor (20 PD/20 ED) (60 Active Points); Visible (-1/4) 0
33  Strong Legs: Leaping +18" (29" forward, 14 1/2" upward) (Improved Noncombat Movement (x16)) 3
12  Supertough Form: (Total: 12 Active Cost, 12 Real Cost) Lack Of Weakness (-6) for Normal Defense (Real Cost: 6) plus Lack Of Weakness (-6) for Resistant Defenses (Real Cost: 6) 0
10  Supertough Skin: Damage Resistance (10 PD/10 ED) 0
Powers Cost: 239

Cost  Skill
25  +5 with HTH Combat 
3  Climbing 12- 
3  Interrogation 13- 
2  KS: Demonology 11- 
2  KS: The Superhuman World 11- 
2  Navigation (Land) 11- 
3  Shadowing 11- 
3  Stealth 12- 
3  Streetwise 13- 
2  Survival (Underground) 11- 
3  Tracking 11- 
Skills Cost: 51

Cost  Perk
3  Fringe Benefit: Membership: The Defilers 
4  Reputation: Fierce Killer (A medium-sized group) 11-, +4/+4d6 
Perks Cost: 7

Val  Disadvantages
20  Distinctive Features: Demonic Looking Fellow; Black horns, Red Skin, yellow eyes. (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  Enraged: In combat (Common), go 8-, recover 14- 
15  Hunted: Burden 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: The Champions 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Psychological Limitation: Casual Killer (Common, Total) 
15  Psychological Limitation: Revels in violence and bloodletting (Very Common, Moderate) 
15  Reputation: Fell Murderer, 11- (Extreme) 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 155

Base Points: 200

Experience Required: 88

Total Experience Available: 88

Experience Unspent: 0

Total Character Cost: 443


Height: 2.00 mHair: Black
Weight: 100.00 kgEyes: Yellow
Appearance: An armor plated Demon. HIs skin is red, his plates are dull gray, his hair which is in a top-knot is black. He has a neatly trimmed black beard. His eyes are yellow and he has great curved Ram Horns on his head. The horns are gray like his armor. He wears a loin cloth and a belt.
Personality: Slaughterfist is an angry thug. He has a lot of power, likes using it on those weaker than him and angrily rages at anyone his equal.
Quote:"Shutupanddiepunk!"
Background: Dave Pritchard joined DEMON to gain power over his life. It was a mistake. Somewhere along the way he lost his freewill and simply followed the orders of a newer, less sympathetic master. Empowered for a job, Dave suddenly realized he was nothing more than a pawn. Finding this to be intolerable; he fled. Unwilling to return at the appropriate time to revert to his human form; he wandered the east coast working out a lifetime of frustration on the locals. His meetings with superheroes tended to go badly, but he generally managed to escape. It was when he arrived in Millennium City that Necros, also a former DEMON agent, found and recruited him. Necros has been very careful to treat Slaughterfist, as he dubbed his new ally, as an equal. This has enabled him to avoid the rages Slaughterfist occasionally finds himself in.
Powers/Tactics: A brick with a brutal attitude, he strikes to cause pain and murder is nothing to him. He will often jump into a crowd, and start attacking the normals. He's bad news. Against anyone capable of putting up a fight, he tends to go enraged and flail. This often puts him at a disadvantage.
Campaign Use: EVIL. If you want to tone him down, drop the Rending to 2D6 KA, his Armor Plating to 15 DEF, and lose the Bloody Knuckles. IF he's not tough enough raise his STR to 60+ and his DEX to 21 and SPD 5.


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

Player: NPC; Member of the Defilers

Val  Char   Cost
10/40  STR0
17/22  DEX21
15/25  CON10
11  BODY2
22  INT12
13  EGO6
13/18  PRE3
10  COM0
 
4/19  PD2
4/19  ED1
4/5  SPD13
5  REC0
30  END0
30  STUN6
 
6"  RUN0
2"  SWIM0
2"/8"  LEAP0
Characteristics Cost: 76

Cost  PowerEND
33  Entomopathic Helmet: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2) 
2u  1) Call Giant Insect: Summon 200-point one Giant Insect built on up to 200 points (see The HERO System Bestiary, pages 89-92), Expanded Class of Beings Very Limited Group (giant insects; +1/4) (50 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), OIF (-1/2) 5
1u  2) Call Insect Swarm: Summon 67-point one 67-point Stinging Insect Swarm (The HERO System Bestiary, page 183), Slavishly Devoted (+1) (26 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), OIF (-1/2) 3
2u  3) Insect Command: Mind Control 10d6 (Animal class of minds) (50 Active Points); Insects Only (-1), OIF (-1/2) 5
2u  4) Insect Communication: Telepathy 10d6 (Animal class of minds) (50 Active Points); Insects Only (-1), OIF (-1/2) 5
5  Hearing-Augmenting Helmet: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
7  Helmet Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
10  Micro-Goggles: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
3  Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2) 0
8  Parabolic Earpiece: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) 0
8  Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
7  Thermalsight Goggles, Hi-Res: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 0
7  Wide-Angle Goggles: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2) 0
  Powered Armor Attributes/Effects, all slots OIF (-1/2) 
15  1) +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
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) 
3  4) +5 PRE (5 Active Points); OIF (-1/2) 
7  5) +1 SPD (10 Active Points); OIF (-1/2) 
13  6) "Mandibles" Guantlet Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6 / 1d6+1 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); OIF (-1/2) 0
30  7) Electric "Sting": EB 9d6 (45 Active Points); OIF (-1/2) 4
40  8) EntomoArmor: Shrinking (0.0277 m tall, 0.0003 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB) (60 Active Points); OIF (-1/2) 6
22  9) Fly Wing Harness: Flight 15", x4 Noncombat, No Turn Mode (+1/4) (44 Active Points); OIF (-1/2), Restrainable (-1/2) 4
11  10) Gauntlet Signal Flare Mechanism: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (38 Active Points); Set Effect (signal flare of defined appearance; -1), 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2) [1 cc]
30  11) Homing Tracer: Radio Group Images Increased Size (32" radius; +1 1/4), +4 to PER Rolls, Image Only Perceivable On Special Radio Frequencies (+0), Range Based On STR (+1/4), Usable As Attack (allows character to "stick" the Image to a target; +1), 1 Recoverable Continuing Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1) (76 Active Points); Set Effect (detectable signal; -1), IAF (-1/2) [1 rc]
30  12) Power Supply: Endurance Reserve (200 END, 25 REC) Reserve: (45 Active Points); OIF (-1/2); REC: (25 Active Points); OIF (-1/2) 0
30  13) Powered Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
Powers Cost: 343

Cost  Skill
8  +1 with All Combat 
3  Bureaucratics 12- (13-) 
3  Deduction 13- 
3  Electronics 13- 
3  Inventor 13- 
2  KS: The Scientific World 11- 
4  Language: Spanish (idiomatic) 
3  Mechanics 13- 
3  Paramedics 13- 
3  Scientist 
2  1) SS: Biochemistry 13- (3 Active Points) 
2  2) SS: Biology 13- (3 Active Points) 
2  3) SS: Chemistry 13- (3 Active Points) 
2  4) SS: Entomology 13- (3 Active Points) 
2  5) SS: Physics 13- (3 Active Points) 
1  6) SS: Size Physics 11- (2 Active Points) 
3  Security Systems 13- 
Skills Cost: 49

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

Val  Disadvantages
15  Enraged: if mocked or ridiculed (Common), go 11-, recover 14- 
10  Hunted: Cavalier 8- (As Pow, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: The Champions 8- (Mo Pow, Harshly Punish) 
15  Psychological Limitation: Arrogant (Very Common, Moderate) 
15  Psychological Limitation: Bug Obsession (Very Common, Moderate) 
15  Psychological Limitation: Casual Killer (Common, Strong) 
15  Psychological Limitation: Loyal to Necros (Common, Strong) 
10  Reputation: Discredited Scientist, 11- 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 121

Total Experience Available: 121

Experience Unspent: 0

Total Character Cost: 471


Height: 1.77 mHair: Bald
Weight: 77.00 kgEyes: Brown
Appearance: A reasonably trim man in his late 30's with a shaved head and brown eyes. The Swarm Lord armor has a green torso, "trunks", gauntlets, and helmet with steel gray midriff, legs, and arms. His wings are "Fly Like" and a clear plastic polymer. His eyes are bulbous and metallic gold. The "Claws" are gray.
Personality: Once a decent man of science; David Perez is now a maniacal supervillain. He is arrogant, vicious, violent, and petty. He loses his cool easily if mocked. He is just not pleasant to be around. He tends to spend his private time working on weapons and talking to his various insect "friends".
Quote:"HAHAHAHHAHAHAHA DIE!"
Background: Dr. David Perez had his moment in the sun; he was the expert called in by PRIMUS in 1998 when Professeur Muerte's Terror Incorporated contaminated the New York City water supply. It was Dr Perez who had worked with the Sentinals to create an antitoxin. The poison was apparently developed as a variant of the South American "Killer Bee" sting venom. Dr. Perez, a lifelong entemologist who also had degrees in chemistry, physics, electronics, and biology; was a the man to save the day. He did. However, the insuing investigation also turned up the fact that Prof. Muerte's contaminent had been developed using notes that Dr. Perez had sold to one of his "dummy" chemical firms. Though the sale was legitimate and Dr. Perez had no possible knowledge of who the true owner of the company was; the press turned him into some glory seeking "pseudo" scientist.
Perez was invited to tabloid "journalism" shows and attacked with questions regarding his formulae and their subsequent misuse. Never a social butterfly, Dr. Perez was akward and unconvincing in his defese. Eventually, he cracked and attempted to physically assault one of the journalists.
The media firestorm that occured cost him his job and his life savings in attempts to sue for slander. Dr Perez eventually completely lost it and began down the road of a supervillain. His battle armor is apparently self created. He was a regular foe of the Protector who had a somewhat sympathetic view of the former man of science. A fragile psyche, Swarm Lord was easily corrupted by the power of Necros.
Powers/Tactics: Swarm Lord's powers come from his battlesuit. Truthfully, its not that potent a weapon, but his ability to summon and grow insects is phenomenal indeed. He actually prefers to fight in his full size glory, using his shrinking ability only for escapes or when ordered.
Campaign Use: If he's too tough for your campaign, get rid of the Giant Insect slot. If you want a tougher Swarm Lord, increase his Sting to 12d6 and his DEF to 25.