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

Player: NPC Villain, Member of the Destroyers

Val  Char   Cost
10  STR0
30  DEX60
20  CON20
20  BODY20
13  INT3
17  EGO14
20  PRE10
22  COM6
 
8  PD6
8  ED4
7  SPD30
6  REC0
40  END0
40  STUN5
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 178

Cost  PowerEND
100  Air Mastery: Multipower, 100-point reserve 
7u  1) Air Blast: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points); Does Not Work Under Water Or In Vacuum (-1/4) 9
9u  2) Air Mastery: Suppress 6d6, All Powers Simultaneously (+2) (90 Active Points) 9
5u  3) Air Rifle: Blunt Objects: Energy Blast 10d6 (50 Active Points) 5
5u  4) Air Rifle: Sharp Objects: Killing Attack - Ranged 3d6+1 (50 Active Points) 5
6u  5) Airborne Supremacy: Suppress: Flight or Gliding 10d6, One Power At A Time (+1/4) (62 Active Points) 6
8u  6) Come Fly with Me: Flight 20", Usable By Other (+1/4), Area Of Effect (2" radius; +3/4) (80 Active Points) 8
5u  7) Hardened Air: Entangle 5d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (75 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Air Powers; -1/4) 7
7u  8) Suffocation: Energy Blast 5d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1) (75 Active Points) 7
7u  9) Tornado Blast: Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Does Not Work Under Water Or In Vacuum (-1/4) 9
6u  10) Wind Control: Telekinesis (40 STR) (60 Active Points) 6
5u  11) Wind Gust: Energy Blast 7d6, Double Knockback (+3/4), Area Of Effect (13" Cone; +1) (96 Active Points); No Range (-1/2), Does Not Work Under Water Or In A Vacuum (-1/4) 10
17  Hurricane Andrew Special: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points); Increased Endurance Cost (x10 END; -4) [Notes: Effect is Added to Air Blast Damage (considered unlimited Pushing)] 90
19  Air Control Powers: Elemental Control, 38-point powers 
57  1) Body Of Air: (Total: 105 Active Cost, 70 Real Cost) Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 40) plus Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points); Linked (Desolidification; -1/2) (Real Cost: 30) 0
13  2) Protective Air Bubble: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Area Of Effect (4" Radius; +1 1/4) (38 Active Points); Costs Endurance (-1/2) 4
173  3) True Flight: Flight 30", Position Shift, x4 Noncombat, No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) (192 Active Points) 0
Powers Cost: 449

Cost  Skill
15  +3 with PRE Skills 
15  +5 with Flight 
25  +5 with Mental Combat 
3  Air Manipulation Skill 12- 
3  Bribery 13- 
3  Bureaucratics 13- 
3  Conversation 13- 
3  High Society 13- 
2  KS: The Business World 11- 
2  KS: The Superhuman World 11- 
3  Persuasion 13- 
3  Seduction 13- 
3  Streetwise 13- 
3  Trading 13- 
Skills Cost: 86

Cost  Perk
5  Money: Well Off 
3  Fringe Benefit: Membership 
Perks Cost: 8

Cost  Talent
3  Bump Of Direction 
Talents Cost: 3

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
20  Hunted: IHA 8- (Mo Pow, NCI, Harshly Punish) 
25  Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Zephyer 8- (As Pow, Harshly Punish) 
15  Psychological Limitation: Fear of/Loyalty too Iron General (Common, Strong) 
10  Psychological Limitation: Greedy (Common, Moderate) 
10  Psychological Limitation: Lecherous (Common, Moderate) 
15  Psychological Limitation: Self-absorbed and egocentric (Common, Strong) 
15  Psychological Limitation: Showoff (Very Common, Moderate) 
15  Social Limitation: Public Identity (Frequently, Major) 
5  Vulnerability: 1 1/2 x STUN Earth Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 374

Total Experience Available: 374

Experience Unspent: 0

Total Character Cost: 724


Height: 1.79 mHair: Pale Blonde
Weight: 71.00 kgEyes: Gray
Appearance: A pretty boy to say the least. Andrew is very attractive but has a slim build and fine features. He wears a white costume with a dark blue "H" on his chest, a blue belt with a white "A" for a buckle, blue gloves and boots. He wears no mask. His hair is long (down to his shoulders) and he is clean shaven.
Personality: Andrew belongs to the cult of I. He loves himself more than anything else but he has a sense of loyalty to the team and a deep (though well hidden) fear of the Iron General; for reasons Andrew won't talk about.
Quote:"Andrew in the sky with diamonds!"
Background: Andrew Simmons (changed his name legally from Sitrop) was a born manipulator. He was mom's favorite, even when he did nothing to make her happy. He was one of the most popular boys in school for his good looks atheletic skill and charm. When his mutant abilities surfaced he was at first alarmed, then curious. After much practice he was pleased. Andrew burst onto the supervillain scene during a battle between two giant robots (minutemen) and a few mutant teenagers. He was instramental in defeating the robots and afterwards called out the IHA as the developers of the robots. The charges never stuck but the connection was made in the minds of several Americans, forcing the IHA to tone down the actual combat arm of its operations. Dubbing himself "Hurricane" Andrew, Simmons has lived a life of crime and "social justice" as he calls it.
He ran afoul of the Destroyers when the foursome was running from the law; Andrew was being pursued by a few superheroes and offered aid in return for similar considerations. The team agreed and the five villains made good their escape.
A few weeks later Andrew was seen fighting alongside them . He has been a permanent member ever since.
Powers/Tactics: A mutant with tremendous control of air currents, Andrew can create concussive blasts, launch object, hold targets aloft, fly, and bring others with him. He can even transform into air himself, becoming very very difficult to harm, or even see. Andrew's Hurricane Special is simply bending greater quantities of air to his will; It is tiring but devistating.
Campaign Use: A straight up wind manipulator. If he's too tough, drop his attacks to 75 pts. To make him more powerful, give him a force field or some other defense layer, increase his endurance, and increase his MP to 125 pts.


Jaguar (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 the Destroyers

Val  Char   Cost
30  STR20
33  DEX69
20  CON20
15  BODY10
18  INT8
17  EGO14
25  PRE15
20  COM5
 
15/24  PD9
15/24  ED11
7  SPD27
10  REC0
40  END0
40  STUN0
 
13"/19"  RUN0
2"  SWIM0
18"  LEAP0
Characteristics Cost: 208

Cost  PowerEND
6  Animal Senses: +2 PER with All Sense Groups 0
5  Animal Eyes: Nightvision 0
4  Animal Nose: +2 PER with Smell/Taste Group 0
5  Animal Nose: Analyze Sense with Normal Smell 0
5  Animal Nose: Tracking with Normal Smell 0
24  Retractable Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4) 3
5  Tail: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0
16  Jaguar's Speed: (Total: 26 Active Cost, 16 Real Cost) Running +7" (13"/19" total) (Real Cost: 14) plus Running +6" (13"/19" total) (12 Active Points); Increased Endurance Cost (10x END; -4) (Real Cost: 2) 11
17  Cat-like Leaping: Leaping +12" (18" forward, 9" upward) (Accurate) 2
Powers Cost: 87

Cost  Martial Arts Maneuver
  Kung Fu (Tiger & Leopard Style influenced) 
5  1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
5  5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike 
3  6) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 
5  7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
4  8) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3  11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
4  12) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  13) Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab 
Martial Arts Cost: 52

Cost  Skill
20  +4 with HTH Combat 
12  Animal Handler (Felines) 19- 
3  Acrobatics 16- 
3  Breakfall 16- 
3  Concealment 13- 
3  Contortionist 16- 
10  Defense Maneuver I-IV  
2  KS: Cats 11- 
2  KS: Kung Fu 11- 
2  KS: The Martial Arts World 11- 
3  Lockpicking 16- 
2  Navigation (Land) 13- 
3  Paramedics 13- 
3  Persuasion 14- 
3  Security Systems 13- 
3  Seduction 14- 
3  Shadowing 13- 
3  Sleight Of Hand 16- 
3  Stealth 16- 
3  Streetwise 14- 
2  Survival (Urban) 13- 
3  Teamwork 16- 
3  Tracking 13- 
Skills Cost: 97

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

Cost  Talent
18  Combat Luck (9 PD/9 ED) 
3  Lightsleep 
2  Trackless Stride 
Talents Cost: 23

Val  Disadvantages
10  Distinctive Features: "Cat-Woman" (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: Dr. Moreau (and by proxy, VIPER) 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Fenris 8- (As Pow, Harshly Punish) 
25  Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Casual Killer (Common, Total) 
15  Psychological Limitation: Embraces "The Cat" (Very Common, Moderate) 
20  Psychological Limitation: Overconfident (Very Common, Strong) 
15  Reputation: Beastial Killer, 11- (Extreme) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 120

Total Experience Available: 120

Experience Unspent: 0

Total Character Cost: 470


Height: 1.83 mHair: Rust Red
Weight: 75.00 kgEyes: Green
Appearance: A beautiful young woman with a "wild" look about her. Alyson has a thick, long, mane of rust colored hair with large pointed ears, "cat's eyes" and a long rust-colored tail. She doesn't have fur so she can easily conceal her "unique" attributes with her hair, sunglasses and a jacket. Her cotume is a red sportsbra style top and a bikini bottom. She cuts a fine figure and can be quite distracting...
Personality: Although she once feared and struggled with her "inner cat", Alyson has really come into her own. She doesn't mind killing as she knows that her opponents will only try to kill her. She has studied various "cat-form" martial arts, particularly Kung Fu. She has become far more "in control" but she no loger rejects her "cat side".
Quote:"Cat-jokes are stupid. Just leave me alone or I'll gut you."
Background: Alyson's father was an obsessed genetic engineer. A contemporary of Dr. Philipe Moreau; he felt the two had an intense rivalry in the fields of metahuman creation through genetic engineering. It was truely a one sided rivalry because Dr. Avenare was no where near the genius of Moreau. Dr. Avenare went so far as to experiment on his daughter while she was still in the womb; the process, combining the DNA of a hunting cat with the child's was lunacy and his wife had to be "sedated" during the treatments. Alyson's birth was difficult and her mother's health failed afterwards, she died when Alyson was four. Dr. Avenare was sure that his experiment was a success; as Alyson grew, she began to develop cat-like physical and personality characteristics.
Alyson was home schooled (ie left to her own devices) and Dr. Avenare was careful that she not get out to "scare the public" (locked up at night). After sixteen years it became unbearable and Alyson, by now superhumanly strong and agile, escaped. Fearing that she might reveal what she knew about him, Dr. Avenare decided to hunt her down. At first he simply wanted to recapture her. But as his frustration grew with each failure, he simply wanted his daughter eliminated so that he could continue his research in peace. This change to lethal tactics proved his undoing. Alyson had restrained from harming her father out of misguided devotion to the man, but when her life was suddenly on the line she tore him to so many ribbons.
Scared, she bolted and ran. There was enough evidence found at the doctor's home to discern much of what had happened. Sadly, it didn't matter, the investigators in charge of the case were card carrying members of the IHA. This "Tiger-Woman" was obviously a mutant of some sort; they went public with her image and made her out to be some sort of bloodthirsty beast. Her life became one eternal big game hunt. She was found by the Iron General in Mississippi. He took her in and was surprised to find a relatively normal woman. A few weeks later and Jaguar was released upont the United States.
Powers/Tactics: Incredibly agile and an up front fighter, Jaguar seemignly has no fear. She enjoys challenges and looks down on EVERYONE. She sees herself as the ultimate hunter and someone has to be way out of her league for her to give them any respect. She closes for combat and leads with her martial arts because she thinks its cool. She has no problems openning her claws and really going to town on ther opponents however.
Campaign Use: If Jaguar is too tough for your needs, reduce her DEX and SPD to something more your liking. To go the other way, give her some DC's with Kung Fu, lose the "reduced penetration" on her claws and then up her resistant defenses. Perhaps give her regeneration and Find Weakness... but that's to eerily familar for some.


Requiem (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 teh Destroyers

Val  Char   Cost
10/30  STR0
13/26  DEX9
10/30  CON0
10  BODY0
23  INT13
11  EGO2
15  PRE5
14  COM2
 
4/20  PD2
4/20  ED2
3/6  SPD7
4/13  REC0
20  END0
20/40  STUN0
 
6"  RUN0
2"  SWIM0
2"/6"  LEAP0
Characteristics Cost: 42

Cost  PowerEND
50  Requiem Battlesuit: Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 
1u  1) Amplification: Hearing Group Images x4" Radius (+1/2), +4 to PER Roll (25 Active Points); Set Effect (-1), OIF (-1/2), Does Not Work In Vacuum (-1/4) 2
3u  2) Feedback: Dispel Sonic Powers 14d6, One At A Time (+1/4) (52 Active Points); OIF (-1/2) 5
4u  3) Screech Blast: (Total: 70 Active Cost, 40 Real Cost) Energy Blast 8d6 (40 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) (Real Cost: 23) plus Hearing Group Flash 10d6 (30 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) (Real Cost: 17) 7
2u  4) Shriek: Hearing Group Flash 12d6 (36 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 4
4u  5) Sonic Blast: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Not In Vacuum (-1/4) 3
3u  6) Sonic Liquification: Killing Attack - Ranged 3d6 (45 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 4
3u  7) Sonic Wall: Force Wall (10 PD/10 ED) (50 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 5
2u  8) Sound Manipulation: Hearing Group Images x8" Radius (+3/4), -4 to PER Roll (30 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 3
2u  9) The Silence Zone: Darkness to Hearing Group 5" radius (25 Active Points); OIF (-1/2) 2
  Requiem Battlesuit: Attribute Enhancements, all slots OIF (-1/2) 
10  1) a-Strength Augmentation: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
19  2) b-Agility Augmentation: +13 DEX (39 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
20  3) c-Durability Augmentation: +20 CON (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
20  4) d-Reaction Augmentation: +3 SPD (30 Active Points); OIF (-1/2) 
12  5) e-Adrenal Augmentation Compound: +9 REC (18 Active Points); OIF (-1/2) 
13  6) f-Impact Diffusion Compound: +20 STUN (20 Active Points); OIF (-1/2) 
  Requiem Battlesuit: Battlesuit Main Components, all slots OIF (-1/2) 
7  1) Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
7  2) Enhanced Hearing: +5 PER with Hearing Group (10 Active Points); OIF (-1/2) 0
6  3) Environmental Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 0
15  4) Non-Crystaline Structure: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Sonics (-1/2), OIF (-1/2) 0
12  5) Parabolic Hearing: +12 versus Range Modifier for Hearing Group (18 Active Points); OIF (-1/2) 0
20  6) Powersupply: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 0
32  7) Reinforced Polymer Flex Suit: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2) 0
17  8) Riding The Soundwaves: Flight 15" (30 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 3
13  9) Silence Field: Invisibility to Hearing Group , No Fringe (20 Active Points); OIF (-1/2) 2
10  10) Sonar: Active Sonar (Hearing Group), Increased Arc of Perception (20 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2
20  11) Sonic Skillfulness: +6 with Sound-Based Skills (30 Active Points); OIF (-1/2) 
13  12) Sonic Tolerance: Hearing Group Flash Defense (20 points) (20 Active Points); OIF (-1/2) 0
7  13) Team Radio Link: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
2  14) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
Powers Cost: 349

Cost  Martial Arts Maneuver
  Self Defense 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR / 40 STR to Disarm 
3  3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 / 7d6 Strike, Target Falls 
4  4) Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 / 8d6 Strike 
Martial Arts Cost: 15

Cost  Skill
5  +1 with DCV 
5  +1 with HTH Combat 
15  +3 with Requiem Battlesuit 
3  Breakfall 12- (14-) 
3  Bribery 12- 
3  Climbing 12- (14-) 
3  Computer Programming 14- 
3  Concealment 14- 
3  Contortionist 12- (14-) 
3  Cryptography 14- 
3  Deduction 14- 
3  Demolitions 14- 
3  Electronics 14- 
3  Forgery (Documents, Credit Cards) 14- 
5  Gambling (Card Games, Baseball, Dominoes, Horse Racing) 14- 
3  Inventor 14- 
3  KS: The Super Science World 14- 
2  KS: The Superhuman World 11- 
3  Lockpicking 12- (14-) 
3  Mechanics 14- 
3  Navigation (Air, Land) 14- 
3  Persuasion 12- 
3  Scientist 
2  1) SS: Accoustics 14- (3 Active Points) 
2  2) SS: Electrical Engineering 14- (3 Active Points) 
2  3) SS: Mechanical Engineering 14- (3 Active Points) 
2  4) SS: Physics 14- (3 Active Points) 
2  5) SS: Sonics 14- (3 Active Points) 
3  Security Systems 14- 
3  Seduction 12- 
3  Shadowing 14- 
3  Sleight Of Hand 12- (14-) 
3  Stealth 12- (14-) 
3  Streetwise 12- 
3  Systems Operation 14- 
Skills Cost: 117

Cost  Perk
5  Money: Well Off 
10  Computer Link: PRIMUS (Via Worm) 
9  Contact: ARGENT (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8- 
15  Base: Private Sanctum 
10  Follower: Super Computer 
Perks Cost: 49

Cost  Talent
3  Perfect Pitch 
Talents Cost: 3

Val  Disadvantages
10  Dependent NPC: Little Sister; Jenna 8- (Normal) 
10  Hunted: Howler 8- (As Pow, Harshly Punish) 
25  Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: War Machine 8- (As Pow, Harshly Punish) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Distrust of Authority Figures (Common, Strong) 
15  Psychological Limitation: Enjoys using Battlesuit/Tinkering with Suit (Very Common, Moderate) 
15  Psychological Limitation: Fear of Iron General (Common, Strong) 
10  Reputation: Very Destructive Villainess, 11- 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Unluck: 2d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 225

Total Experience Available: 225

Experience Unspent: 0

Total Character Cost: 575


Height: 1.63 mHair: Brown
Weight: 54.00 kgEyes: Brown
Appearance: Danielle is a small, but athletically built hispanic woman with long brown hair and brown eyes. She wears modern fashions and has a nice figure, she gets looks. The Requiem battlesuit is dark gray with black armor plate over the torso (sculpted to feminine form), the forearms, boots, and helmet. The helmet has a white face plate with two green optic units. There is not a "face" per se, but for effect she has created white "Hair" out of sturdy cable that hangs like dreadlocks off the back of the helmet. The feet and guantlets are white. There is a white triangle with a pulsing green light on the chest unit.
Personality: Conflicting values of greed, thrill of using and owning the suit, compassion for the poor, responsibility for her sister and hatred of authority, make Requiem a bit of an odd bird. She, like the other's fears the Iron General, he's proven quite capable of killing in the past as Firebrand found to his eternal regret. Requiem and Lashera get along quite well, avoiding the "boys" on the team when they can help it.
Quote:"Oh Shut UP!"
Background: Danielle Juarez was a streetwise hacker. Growing up she'd done everything from running with gangs to cleaning her self up and going to college to get various engineering degrees. She got her greatest thrills stealing and vandalizing. Danielle had always had a tremendous amount of difficulty accepting other's authority. When she was twenty one, her parents were killed in a car accident and she tried to take care of Jenna, he little sister, but it was too tough, she sent Jenna to live with an Aunt, but Danielle still longs to take her back.
She lucked into the Requiem Battlesuit. The suit, originally named the R-167 Sky Trooper, was designed by PRIMUS R&D. She managed to find out where the prototype was being shipped. Seeing an opporotunity to make some serious money off this thing, she intercepted it in transit and seduced one of the guards when the caravan was stopped for lunch. While he was "getting Ready" she stole his key card and got to the suit. It didn't fit her small frame very well but she managed to activate it and escape.
The story was all over the news and when she began appearing in the (modified to fit better) suit, she was eventually encountered by The Iron General. Seeing another "soldier" in the war against PRIMUS, he recruited her. The sell included alot of money so that she could see to the welfare of her little sister.
Since then Requiem has been a stalwart if occasionally guilty conscienced member of the terrible Destroyers.
Powers/Tactics: A skilled thief and scientist, Danielle is a bit of a jack of all trades. She's capable of puting up a fight against police officers outside of her armor, a skilled hacker and break in specialist, and in her battlesuit a supercriminal. She generally fights at range, preferring not to get into fisticuffs.
Campaign Use: If she's too tough for you drop her Attributes to managable levels and the MP to 60 pts. To make her tougher, give her a few more attacks, or up the MP to 90 pts. Increase her base armor as well.


Roughshod (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 Destroyers

Val  Char   Cost
70  STR60
11  DEX3
35  CON50
17  BODY14
8  INT-2
15  EGO10
35  PRE25
10  COM0
 
20  PD6
20  ED13
4  SPD19
21  REC0
70  END0
70  STUN0
 
12"  RUN0
2"  SWIM0
32"  LEAP0
Characteristics Cost: 198

Cost  PowerEND
41  Can't Hurt Me: FW (12 PD/12 ED; 2" long and 1" tall), Reduced Endurance (0 END; +1/2) (93 Active Points); No Range (-1/2), Self Only (-1/2), Restricted Shape (always surrounds character and conforms to his body; -1/4) 0
17  Effortless Strength: Reduced Endurance (1/2 END; +1/4) (17 Active Points) applied to STR 
10  Freight Train!: Running +6" (12" total) (12 Active Points); Turn Mode (-1/4) 1
22  Massive Size and Strenght: Knockback Resistance -11" 0
5  Radio Communicator, Basic: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) 0
9  Signal Flare Gun: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (38 Active Points); OAF (-1), Set Effect (signal flare of defined appearance; -1), 1 Continuing Charge lasting 1 Minute (-1) [1 cc]
60  Strength Powerups: Multipower, 60-point reserve 
1u  1) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 60 Active Points of STR (15 Active Points) 1
4u  2) Breaking: Dispel Technological Object 16d6, any Technological Object power one at a time (+1/4) (60 Active Points); No Range (-1/2) 6
2u  3) Casual Effectiveness: +60 STR (60 Active Points); Only For Determining Casual STR (-1 1/2), No Figured Characteristics (-1/2) 6
1u  4) Comin' Through: HA +6d6 (30 Active Points); Only Works When Performing A Move Through (-1), Hand-To-Hand Attack (-1/2) 3
3u  5) Irresistible Strength: Penetrating (+1/2) for up to 60 Active Points of STR (30 Active Points) 3
2u  6) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +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
19  Super-Physiology: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
18  Superstrong Legs: Leaping +18" (32" forward, 16" upward) 2
60  Supertough Body: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0
25  Tough Skin: Damage Resistance (20 PD/20 ED), Inherent (+1/4) (25 Active Points) 0
Powers Cost: 299

Cost  Skill
30  +10 with Punch, Haymaker, Move-Through 
2  Gambling (Poker) 11- 
2  KS: Criminal Underworld 11- 
2  KS: Superhuman Stronmen 11- 
3  Mechanics 11- 
2  Navigation (Land) 11- 
3  Streetwise 16- 
Skills Cost: 44

Cost  Perk
5  Money: Well Off 
4  Reputation: Peerless Brick (A large group) 11-, +2/+2d6 
3  Fringe Benefit: Membership: The Destroyers 
Perks Cost: 12

Val  Disadvantages
15  Distinctive Features: Bug and Burley; a Humongous Man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Hunted: Ironclad 8- (As Pow, Harshly Punish) 
25  Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: The Vanguard (or PC Team) 8- (Mo Pow, Harshly Punish) 
10  Physical Limitation: Large and easy to hit (500KG, -2 DCV) (Frequently, Slightly Impairing) 
15  Psychological Limitation: Bully (Common, Strong) 
10  Psychological Limitation: Enjoys destruction (Common, Moderate) 
15  Psychological Limitation: Loyal to Iron General (Common, Strong) 
10  Rivalry: Professional (All strongment are potential Rivals; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Sheer Number of potential rivals) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Unluck: 2d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 203

Total Experience Available: 206

Experience Unspent: 3

Total Character Cost: 553


Height: 2.50 mHair: Black
Weight: 500.00 kgEyes: Brown
Appearance: Huge. 8'2'' tall and nearly as wide. His physique is astounding, more like a line backer than a body builder though. He wears a red costume with a black helmet like mask, black gloves, boots, and trunks. On his chest is a black fist in a circle.
Personality: Jim likes besting other strongmen. He enjoys destroying property too. He likes the money he's earned as Roughshod and he likes the people he hangs out with. He's been pushing the Iron General to let them tackle Eurostar, the "pinnacle of evil superteams". Jim wants to be number one.
Quote:"HAHAHAHA! Fall down wimp!"
Background: Jim Dorman was always bigger and stronger than his peers. A bully from a young age, he enjoyed being able to intimidate others. As he got older, he enjoyed intimidating stronger and stronger people. It wasn't until his 23rd Birthday, when he spontaneously errupted into the giant of a man now known as Roughshod. He doesn't detect as a mutant, and there are no theories as to why Jim of all people would gain superpowers, and why they are so keenly symbolic of his personality. Jim was smashing through the Millennium City suburbs for a few weeks when the Iron General found him. Their first encounter was a violent confrontation, where Jim, who called him self Mr. Fist, was able to smash the Iron General through a few retaining walls.
Realizing that this mammouth could be very useful in his schemes, the Iron General saught out and captured Mr. Fist. Impressed at being beaten, Jim agreed to join the fledgling Destoryers. The Iron General re-named him Roughshod.
Powers/Tactics: Tactics? What are those? Jim does do what the Iron General wants him to do, but the General never gives him orders beyond "Destroy that", or "get them".
Campaign Use: Just a juggernaut style smasher. A movethrough artist and standard brick. To make him a bit more manageable, drop the "Can't Hurt Me" or simply reduce the normal DEF to 8 and lose the damage resistance. To make him more of a threat, simply add STR, CON, BODy, and maybe DEX until he matches you desires.


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

Player: NPC Villain; leader of the Destroyers

Val  Char   Cost
40  STR30
23  DEX39
25  CON30
17  BODY14
23  INT13
19  EGO18
25  PRE15
14  COM2
 
16/24  PD8
10/18  ED5
6  SPD27
13  REC0
50  END0
50  STUN0
 
16"  RUN0
2"  SWIM0
13"  LEAP0
Characteristics Cost: 201

Cost  PowerEND
16  Combat Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
10  Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR 
15  Environmental Resiliance: Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) 0
5  Radio Communicator, Basic: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) 0
20  Strong Legs: Running +10" (16" total) 2
15  Strong legs: Leaping +5" (13" forward, 6 1/2" upward) (Accurate, x4 Noncombat) 1
6  Toughness: Damage Resistance (8 PD/5 ED) 0
12  Very Perceptive: +4 PER with all Sense Groups 0
  Arsenal 
29  1) .223/5.56mm (Colt M16A1): (Total: 73 Active Cost, 29 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 30 Charges (+1/4), Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 24) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) [30]
12  2) .30 (Luger P-08): (Total: 30 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6+1, 32 Charges (+1/4) (25 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 10) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) [32]
26  3) .45 ACP (Thompson M-1928): (Total: 66 Active Cost, 26 Real Cost) Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4), 50 Charges (+1/2), Autofire (5 shots; +1/2) (56 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 22) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) [50]
13  4) Concussion Grenade: Energy Blast 6d6, Explosion (+1/2) (45 Active Points); 4 Charges (-1), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) [4]
13  5) Fragmentation Grenade: Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); 4 Charges (-1), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) [4]
9  6) Signal Flare Gun: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (38 Active Points); OAF (-1), Set Effect (signal flare of defined appearance; -1), 1 Continuing Charge lasting 1 Minute (-1) [1 cc]
Powers Cost: 201

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
16  +2 with All Combat 
10  +2 with HTH Combat 
9  +3 with any Firearm 
3  Analyze: Combat 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Combat Driving 14- 
3  Concealment 14- 
3  Demolitions 14- 
3  Fast Draw 14- 
2  Gambling (Craps, Poker) 14- 
3  Interrogation 14- 
0  Language: English (idiomatic) (4 Active Points) 
3  Language: German (completely fluent) 
2  Language: Spanish (fluent conversation) 
3  Lockpicking 14- 
4  Navigation (Air, Land, Marine) 14- 
3  Oratory 14- 
3  Paramedics 14- 
9  Penalty Skill Levels: +3 vs. Hit Location modifiers with All Attacks 
3  Persuasion 14- 
3  Scholar 
2  1) KS: PRIMUS (3 Active Points) 14- 
1  2) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11- 
1  3) KS: The Superhuman World (2 Active Points) 11- 
3  Security Systems 14- 
3  Shadowing 14- 
3  Stealth 14- 
3  Streetwise 14- 
6  Survival (Temperate/Subtropical, Mountain, Urban) 14- 
5  TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 
3  Tactics 14- 
3  Teamwork 14- 
3  Tracking 14- 
8  WF: Emplaced Weapons, Small Arms, Blades, Clubs, Fist-Loads, General Purpose/Heavy Machine Guns, Off Hand, Vehicle Weapons 
Skills Cost: 138

Cost  Perk
40  Vehicles & Bases 
15  Contact: ARGENT (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
3  Contact: Underground Militias, Organization Contact (x3) (3 Active Points) 8- 
15  Contact: VIPER (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
10  Money: Wealthy 
Perks Cost: 83

Val  Disadvantages
10  Enraged: If plans go seriously awry (Uncommon), go 8-, recover 11- 
25  Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: The Vanguard (Or PC Hero team) 8- (Mo Pow, Harshly Punish) 
15  Psychological Limitation: Control-freak (Common, Strong) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Psychological Limitation: Hatred of PRIMUS (Common, Strong) 
20  Psychological Limitation: Overconfident/Arrogant (Very Common, Strong) 
15  Reputation: Former PRIMUS Silver Avenger, 11- (Extreme) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Vulnerability: 2 x STUN Poisons/Toxins (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 306

Total Experience Available: 305

Experience Unspent: 0

Total Character Cost: 656


Height: 1.91 mHair: Blonde
Weight: 100.00 kgEyes: Blue
Appearance: Tall and powerfully built, the Iron General wears a uniform resembling a black version of the Silver Avenger costume with a red dagger in place of the American Eagle. His boots, gloves, and belts are iron gray. Jeff has close cropped blonde hair and blue eyes.
Personality: To listen to his speeches, Jeff feels PRIMUS has wronged him and America and he is merely fighting back. But Jeff doesn't believe this. In truth it's not even about PRIMUS anymore, he enjoys being a criminal mastermind. His team makes him loads of cash as mercenaries and in their own robberies. He has a good relationship with VIPER, ARGENT, and several outlawed "Militias" scattered across the US and Canada.
Quote:"I give you Permission to die."
Background: To hear him talk about it; Jeff Carruthers was one of the few, the proud, the Silver Avengers. A member of the elite superpowered PRIMUS leadership. The truth however, is that Jeff was found psychologically unfit for PRIMUS duty. He never made it into the organization. Furious that a man of his obvious quality had been turned down by civilian bureaucrats with no idea what a true soldier was, Jeff began his plans for vengence. Finding mercenary work was easy, Jeff was a good soldier and effective killer. He studied PRIMUS, reasearching personel, policies, any public knowledge he could get his hands on and any secrets he could buy. Jeff knows more about PRIMUS now than many of its agents. Then he contacted the master scientist known as Telios.
Telios agreed to give Jeff powers mimicking those of the Silver Avengers (truthfully, a relatively easy task) and in return Jeff does work for Telios on occasion. Empowered, Jeff began hitting PRIMUS facilities, and speaking out publically against them, claiming the agency had forgotten its mission. He called out Silver Avengers and killed two before he was taken seriously. Once the manhunt was on Jeff realized he couldn't fight PRIMUS alone; he would need assitants. Then he began looking for criminals to help him. He found that most established criminals were too self reliant and chaffed under his "leadership". He then began building a team using rumors of new, individual villains. Soon his team, the Destroyers, were active and #1 on PRIMUS's "get list".
Powers/Tactics: Jeff's abilities are similar to those of a PRIMUS Silver Avenger, he has intese martial arts training, superhuman STR and near superhuman DEX, CON, and SPD. He is durable and (although he doesn't realize it) just as vulnerable to poisons and toxins. Jeff carries alot of hardware with him, pistol, assault rifle, sub machine gun, and grenades.
Campaign Use: Jeff should be about average for Silver Avengers in your game, if you've lowered their abilities, lower his. To make him more formidable, give him more weapons and some more special gear.