Brimstone Horn (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 Dynasty

Val  Char   Cost
50  STR40
17  DEX21
50  CON80
25  BODY30
10  INT0
13  EGO6
25  PRE15
10  COM0
 
25/33  PD15
25/53  ED15
4  SPD13
20  REC0
100  END0
100  STUN25
 
18"  RUN0
2"  SWIM0
15"  LEAP0
Characteristics Cost: 260

Cost  PowerEND
20  Cold Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2) 0
10  Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4) 0
10  Firey Being: LS (Expanded Breathing: Smoke/Sulphuric Atmospheres; Extended Breathing: 1 END per Turn; Safe in Intense Cold; Safe in Intense Heat) 0
25  Firey Form Powers: Elemental Control, 50-point powers 
33  1) Flame Aura: Killing Attack - Hand-To-Hand 2d6, Damage Shield (+1/2), Continuous (+1) (75 Active Points); No STR Bonus (-1/2) 7
27  2) Melting Beam: Killing Attack - Ranged 2d6+1, Penetrating (+1/2) (52 Active Points) 5
25  3) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
14  Large Being: Knockback Resistance -7" 0
3  Massive Musculature: LS (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0
10  Strong Legs: Leaping +5" (15" forward, 7 1/2" upward) (Accurate) 1
15  Super Tough Physique: Damage Resistance (15 PD/15 ED) 0
24  Swift on his feet: Running +12" (18" total) 2
  Golden Horns of Dr Yin Wu, all slots OIF (-1/2) [Notes: Golden Headpiece with two great Ram Horns.] 
13  1) Ram Charge: HA +8d6 (40 Active Points); Only with Move-Throughs Power loses about half of its effectiveness (-1), Hand-To-Hand Attack (-1/2), OIF (-1/2) 4
10  2) Armor (8 PD/8 ED) (24 Active Points); Helmet, Jacket (Protects Locations 4-5, 9-13; -1), OIF (-1/2) 0
Powers Cost: 239

Cost  Skill
20  +4 with HTH Combat 
10  +5 with Movethrough 
3  Climbing 12- 
3  Combat Piloting 12- 
3  Concealment 11- 
3  Demolitions 11- 
3  Fast Draw 12- 
3  Interrogation 14- 
2  KS: The Military/Mercenary/Terrorist World 11- 
2  KS: The Superhero World 11- 
0  Language: English (idiomatic) (4 Active Points) 
1  Language: Mandarin (basic conversation) 
3  Navigation (Land, Marine) 11- 
2  PS: Mercenary 11- 
3  Paramedics 11- 
3  Security Systems 11- 
3  Shadowing 11- 
3  Stealth 12- 
3  Streetwise 14- 
8  Survival (Arctic/Subarctic, Temperate/Subtropical, Desert, Mountain) 11- 
3  TF: Common Motorized Ground Vehicles, Combat Aircraft, Small Planes 
3  Tactics 11- 
3  Teamwork 12- 
3  Tracking 11- 
2  WF: Small Arms 
Skills Cost: 95

Cost  Perk
6  Contact: Mercenary Circles (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 
1  Fringe Benefit: International Driver's License 
3  Fringe Benefit: Membership: Dynasty 
1  Fringe Benefit: Passport 
Perks Cost: 11

Val  Disadvantages
15  Distinctive Features: Huge Man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
5  Distinctive Features: Red eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
10  Physical Limitation: 1000lbs man (Frequently, Slightly Impairing) 
20  Psychological Limitation: Loyal to Dr Yin Wu (Common, Total) 
15  Psychological Limitation: Fun loving Carouser (Common, Strong) 
15  Psychological Limitation: Doesn't like to harm innocents, particularly children (Common, Strong) 
15  Psychological Limitation: Overconfident (Very Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 255

Total Experience Available: 256

Experience Unspent: 1

Total Character Cost: 605


Height: 2.15 mHair: Red
Weight: 481.00 kgEyes: Red (Wears Green Contacts)
Appearance: A tall, powerfully built man with flame red hair and bright red eyes. When he uses his firey aura, his skin becomes red and his hair coal black. His costume and golden Head Peace, are immune to his fire (but not necessarily other's). His costume is a white toga with golden belt, boots, armbands, bracers, and head gear. He wears black biker shorts underneith the toga.
Personality: Get rich, break heads, have fun before he dies. Patrick is certainly not opposed to killing but neither is he a savage and ruthless individual to whom life means nothing. He doesn't like killing noncombatants, especially children; and will often refuse such orders. All in all he is something like a big, happy pugilist, who happens to command the fires of Hell.
Quote:"Is it hot in here or is it just me?"
"Hey, I'm feeling a little HORNEY!"
Background: Patrick Daniels is a man who made a deal with a devil and now he has to play it out. A down on his luck merc, stuck in a foreign jail and awaitng execution; he was approached by a representative of Dr. Yin Wu with an offer of freedom and power. The price? Eternal servitude. Patrick jumped at the chance and was transformed into the being now known as Brimstone Horn. His headgear is alchemic gold, harder than steel and it transforms itself into an earring when he isn't in need of it. Once he was transformed, Dr Wu sent him to the Dragon of the Silver Moon to offer his services. He knows where his loyalties truely lie (and so does the Dragon); but has not been asked to betray the Dynasty while the goals of the two megalomaniacs are concurrant. Patrick is also aware that he was chosen as fodder and that his life is probably forfiet anyway. This leads him to reckless action in combat and a wild, partying personae outside of it.
Powers/Tactics: A brick with some nifty side abilities; Brimstone Horn charges into combat without a second thought. He uses his movethroughs often enough, saving his fire based powers for surprise or tactical advantage.
Campaign Use: A different brick. If he's too tough for you, drop his STR to 40 and his flame powers to 40 active points. If he's not strong enough, then increase his elemental control to 60-70 active points, and increase his defenses.


Dragon of the Silver Moon (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 Dynasty

Val  Char   Cost
18/40  STR8
23  DEX39
20  CON20
15  BODY10
20  INT10
15  EGO10
23  PRE13
12  COM1
 
10/35  PD6
10/35  ED6
5/6  SPD17
9  REC2
40  END0
40  STUN6
 
6"  RUN0
2"  SWIM0
3 1/2"/13 1/2"  LEAP0
Characteristics Cost: 148

Cost  PowerEND
50  Armor Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) 
4u  1) Air Concussion Blast: Dispel Darkness 12d6, Area Of Effect (4" Radius; +1) (72 Active Points); Only vs smoke, mist, and related Darkness Power loses about a third of its effectiveness (-1/2), OIF (-1/2) 7
4u  2) Concussion Grenades: EB 10d6, Explosion (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (-1/2) [8]
5u  3) Ion Blasters: EB 15d6 (75 Active Points); OIF (-1/2) 7
5u  4) Particle Beam: RKA 5d6 (75 Active Points); OIF (-1/2) 7
5u  5) Photonic Burst: Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); OIF (-1/2) 7
20  Flight Systems: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) 
2u  1) Combat Flight: Flight 15" (30 Active Points); OIF (-1/2) 3
2u  2) Cruising Flight: Flight 10", MegaScale (1" = 10 km; +1/2) (30 Active Points); OIF (-1/2) 3
2u  3) FTL Travel (3 Light Years/day) (30 Active Points); OIF (-1/2) 0
11  Iron Clad Strength: +22 STR (22 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
4  Jump Jets: Leaping +6" (3 1/2"/13 1/2" forward, 1 1/2"/6 1/2" upward) (6 Active Points); OIF (-1/2) 1
7  Onboard Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
30  Power Supplies: Endurance Reserve (300 END, 20 REC) Reserve: (50 Active Points); OIF (-1/2); REC: (20 Active Points); OIF (-1/2), Slow Recovery 1 Minute (-1/2) 0
63  Powered Armor: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); OIF (-1/2) 0
5  Protected Hearing: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5  Protected Radio: Radio Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5  Protected Vision: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
8  Psionic Scramblers: Mental Defense (15 points total) (12 Active Points); OIF (-1/2) 0
9  Space Worthy: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2
9  Sword: HKA 1d6+1 (2d6+1 / 2 1/2d6 w/STR) (20 Active Points); OAF (-1), No Knockback (-1/4) 2
7  Telepathic Relays in Armor: +1 SPD (10 Active Points); OIF (-1/2) 
9  Thermal Tracing Vision: IR Perception (Sight Group), Telescopic (+2 versus Range Modifier), Tracking, Transmit (14 Active Points); OIF (-1/2) 0
3  Nightvision (5 Active Points); OIF (-1/2) 0
Powers Cost: 274

Cost  Martial Arts Maneuver
  Thai Kick-Boxing 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Elbow/Knee Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
4  3) Foot Push: 1/2 Phase, +0 OCV, +0 DCV, 33 STR / 55 STR to Shove 
4  4) Low Kick: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 / 10d6 Strike 
4  5) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 5 1/2d6 / 10d6 Strike 
5  6) Roundhouse Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 / 12d6 Strike 
1  7) Weapon Element: Blades 
1  8) Weapon Element: Clubs 
1  9) Weapon Element: Polearms 
1  10) Weapon Element: Staffs 
Martial Arts Cost: 29

Cost  Skill
16  +2 with All Combat 
10  +2 with HTH Combat 
3  Breakfall 14- 
3  Bribery 14- 
3  Bureaucratics 14- 
3  Conversation 14- 
3  Criminology 13- 
3  High Society 14- 
2  KS: High Society 11- 
2  KS: Recreational Narcotics 11- 
2  KS: Sexual Positions and Techniques 11- 
2  KS: Thai Kick-Boxing 11- 
2  KS: The Business World 11- 
2  KS: The Industrial World 11- 
2  KS: The Superhuman World 11- 
2  KS: Wine Making 11- 
3  Language: English (completely fluent) 
3  Language: Japanese (completely fluent) 
0  Language: Mandarin (idiomatic) (4 Active Points) 
3  Oratory 14- 
5  PS: CEO: Bai Long Enterprises 15- 
2  PS: Ch'i-Centering 11- 
3  Persuasion 14- 
2  WF: Common Melee Weapons 
1  WF: Staffs 
Skills Cost: 82

Cost  Perk
2  Fringe Benefit: Concealed Weapon Permit (where appropriate) 
1  Fringe Benefit: International Driver's License 
5  Fringe Benefit: Membership: The Dynasty (Leader) 
1  Fringe Benefit: Passport 
15  Money: Filthy Rich 
19  Vehicles & Bases: Base 
3  Well-Connected 
17  1) Contact: Chinese Underground (Good relationship with Contact), Organization Contact (x3) (18 Active Points) 14- 
2  2) Contact: Dr. Yin Wu (Contact has very useful Skills or resources) (3 Active Points) 8- 
11  3) Contact: Japanese Underworld (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 
1  4) Contact: Master Crane (2 Active Points) 11- 
14  5) Contact: VIPER (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
Perks Cost: 91

Cost  Talent
  On Board 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) 
3  4) Eidetic Memory (5 Active Points); OIF (-1/2) 
2  5) Lightning Calculator (3 Active Points); OIF (-1/2) 
13  6) Universal Translator 13-, Earth Languages Only (+0) (20 Active Points); OIF (-1/2) 
Talents Cost: 24

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
5  Enraged: When made fool of (Uncommon), go 8-, recover 14- 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Arrogance (Common, Strong) 
20  Psychological Limitation: Casual Killer (Common, Total) 
10  Psychological Limitation: Greed (Common, Moderate) 
10  Psychological Limitation: Hedonist (Common, Moderate) 
15  Reputation: Asian Master Villain, 11- (Extreme) 
10  Rivalry: Professional (Gon Zi - Another Businessman; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 298

Total Experience Available: 300

Experience Unspent: 2

Total Character Cost: 648


Height: 1.70 mHair: Black
Weight: 59.00 kgEyes: Brown
Appearance: Cho Nan is a Chinese man of average height, a lean wirey build and a fierce, imposing gaze and presence. His features, voice, and manner are sharp. He wears business suits with a silver moon pin. The Dragon of the Silver Moon armor is humanoid, sleekly lined and appears as a Manga/Anime samurai. A dark blue tabbard over the silver armor has a black outline of an oriental dragon on a silver moon. His sword is a chinese broad sword with a golden hilt wrapped in black leather.
Personality: Cho Nan is a man who does not like to be challenged. He was unappreciative of his empire in Hong Kong being under the control of China and left. He wants to "Free" China from the current government and replace it with one more sensitive to his needs and desires. He is a ruthless man who has put together a small army of superbeing level agents and uses them to enact his will. He is one of the 5 wealthiest men in Asia.
Quote:"Do not dare to dream you can defeat me. I cannot loose, my destiny won't allow it."
"You are but a maggot to the Dragon of the Silver Moon"
Background: A billionare industrialist from Hong Kong, Cho Nan, left before the city was returned to China. Setting up shop in Tokyo; he has set about creating the Dynasty, a team of superhuman enforcers that will aid him in his efforts to dispose of the current Communist government in China. To this end he has his scientists create for him a suit of powered armor that, along with his intense physical training and combat skills has enabled him to step into the world of supervillainy as the Dragon of the Silver Moon. To his western allies and underlings he has taken the German name Alric as his "first" name.
Powers/Tactics: Beyond his powered armor (which is pretty generic), the Dragon has trained intensively in the art of Muay Thai. Combined with his armor's strength and speed enhancements he can be a truely formidable foe. He tends to use his ranged attacks to soften his foes up but enjoys delivering the final blows hand to hand. His sword is mostly for show.
Campaign Use: A lower end Criminal Mastermind from the east to bedevil your players. If he's too tough, reduce or remove his martial arts skills, drop his Multipower to 60 pts. If you want him to be more of a world beater on his own, raise the Multipower to 90-105 pts, add a few slots, and give him some more characteristics through the armor.


Gold Talon (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 Dynasty

Val  Char   Cost
15  STR5
20  DEX30
20  CON20
13  BODY6
20  INT10
20  EGO20
20  PRE10
12  COM1
 
8/18  PD5
8/18  ED4
5  SPD20
10  REC6
40  END0
40  STUN9
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 146

Cost  PowerEND
37  Aslan Model Variable Ion Assault Rifle: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1) 
3u  1) Ion Bomb: EB 10d6, Explosion (+1/2) (75 Active Points); OAF (-1), 8 Charges (-1/2) [8]
3u  2) Ion Burst Blaster: EB 7d6, Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (70 Active Points); OAF (-1) [32]
4u  3) Ion Pulse Blaster: EB 12d6, 32 Charges (+1/4) (75 Active Points); OAF (-1) [32]
20  Combat Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
6  Eagle Eye: +4 versus Range Modifier for Sight Group 0
16  Flight Harness: Flight 10", x4 Noncombat, Reduced Endurance (0 END; +1/2) (37 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2) 0
10  Heat Sight: IR Perception (Sight Group), Tracking 0
3  Super Hearing: Ultrasonic Perception (Hearing Group) 0
27  Tactical View: +9 PER with all Sense Groups 0
7  Uniform Comlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
Powers Cost: 136

Cost  Martial Arts Maneuver
  Commando Training 
3  1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 
4  2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 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, 30 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; 25 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
5  +1 with HTH Combat 
6  +2 With Multipower 
25  +5 with Ranged Combat 
10  Penalty Skill Levels: +5 vs. Range Modifier with Firearms 
3  Analyze: Combat 13- 
3  Breakfall 13- 
3  Climbing 13- 
3  Combat Driving 13- 
3  Concealment 13- 
5  Defense Maneuver I-II  
3  Demolitions 13- 
3  Fast Draw 13- 
3  Interrogation 13- 
3  Mechanics 13- 
3  Scholar 
1  1) KS: Arms Dealers (2 Active Points) 11- 
2  2) KS: Recognize Weapon Quality (3 Active Points) 13- 
1  3) KS: Small Unit Tactics (2 Active Points) 11- 
1  4) KS: The Arms Industry (2 Active Points) 11- 
2  5) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13- 
1  6) KS: The Superhero World (2 Active Points) 11- 
3  Security Systems 13- 
3  Shadowing 13- 
3  Stealth 13- 
8  Survival (Temperate/Subtropical, Tropical, Mountain, Urban) 13- 
2  Systems Operation (Communications Systems) 13- 
3  Tactics 13- 
3  Teamwork 13- 
3  Tracking 13- 
2  WF: Small Arms 
5  Weaponsmith (Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 13- 
Skills Cost: 124

Cost  Perk
5  Contact: The Warlord (Contact has extremely useful Skills or resources, Good relationship with Contact) 8- 
6  Contact: ARGENT (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 
1  Fringe Benefit: International Driver's License 
1  Fringe Benefit: Passport 
3  Fringe Benefit: Membership: Dynasty 
Perks Cost: 16

Cost  Talent
20  Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 16- 
Talents Cost: 20

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
5  Hunted: Golden Dragon Fist (Hong Kong Hero - OR PC?) 8- (As Pow, Limited Geographical Area, Harshly Punish) 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Doesn't like to harm innocents (Common, Strong) 
15  Psychological Limitation: Code of the Mercenary (will do the job or die trying) (Common, Strong) 
10  Psychological Limitation: Gun Nut (Common, Moderate) 
15  Psychological Limitation: Gunslinger Mentality (Common, Strong) 
10  Reputation: Feared Gunman, 11- 
10  Rivalry: Professional (Laser; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Public Identity; Jay Welsh (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 125

Total Experience Available: 125

Experience Unspent: 0

Total Character Cost: 475


Height: 1.69 mHair: Black
Weight: 83.00 kgEyes: Blue
Appearance: Thinks he's in a John Woo film. Long black coat, (armored) black combat uniform benieth (also armored), Golden combat boots, black, fingerless gloves, and a golden domino mask. His weapon is metallic black. He has a golden Rooster etched on the back of his jacket. The flight harness is worn under the coat. It is gunmetal gray with black strapping at his chest, shoulders, and thighs.
Personality: A professional mercenary with a firearm fixation. He does his job well. Fights the good fight and enjoys the perks. He knows that his boss won't hesitate to leave him to rot if he fails so he tends to have a backup escape route planned.
Quote:"I am the King baby."
Background: Jay Welsh loves guns. He joined the gun club when he was eleven, won marksman competitions since he was twelve, and joined the military out of highschool. He left the army to work for a gun manufacturer but found that he wanted more with his life. He joined a mercenary outfit and fought in South America, Asia, Europe, and the Middle East. Bright but unconcerned with others, he never really picked up the local cultures or languages, he just went from unit to unit, finding someone who spoke english. He worked with the Warlord early in the ultra arms dealer's career and they actually get along quite well. Jay decided that he wanted to hit the "Big Time" and be a named merc. He found an arms dealer that needed an enforcer/technician and began to develop his own gun. Once that was done, he began training himself.
Ready to hit the big time, he left the employ of the arms dealer and looked for someone who would take a chance on a new super criminal calling himself Gold Lion. His first and current employer was the Dynasty. Lead to him by a premonition from Jade Rabbit, Dragon OTSM offered Jay a long term gig, with good pay, benefits, and his own workshop. Jay took the job immediately. He was disappointed that he had to give up his Gold Lion personae for the easily mocked Rooster, but he just figures that if he makes an example of the guys that mock his name; word'll get around.
Powers/Tactics: A brilliant marksman with superkeen senses. He can see and track in infrared, hear high and low frequencies beyond the human norm and see at a much greater distance. His senses are superhumanly accurate and sneaking up on him is very difficult indeed. He also has some hand to hand combat skill.
Campaign Use: A mercenary sniper. He is far more effective at a distance so he tends to stay there. If he's too nasty for your campaign, drop his senses a bit, and lower his attacks to the 60 point range. If he's not tough enough, add to his hand to hand ability and give him some more ammo or even more weapons.


Iron Horse (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 Dynasty

Val  Char   Cost
40  STR30
20  DEX30
30  CON40
15  BODY10
13  INT3
15  EGO10
20  PRE10
12  COM1
 
22  PD14
20  ED14
5  SPD20
15  REC2
60  END0
60  STUN10
 
31"  RUN0
2"  SWIM0
18"  LEAP0
Characteristics Cost: 194

Cost  PowerEND
19  Iron Hard Skin: Damage Resistance (20 PD/18 ED) 0
12  Rooted: Knockback Resistance -6" 0
15  Deadly Aim: Find Weakness 12- with Tetsubo Strike 0
10  Mighty Leaping: Leaping +10" (18" forward, 9" upward) 1
55  Trail Blazer: Running +25" (31" total), x4 Noncombat 5
  Tetsubo, all slots OAF (-1) 
18  1) Tetsubo Strike: HA +9d6 (45 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 4
10  2) Club Guard: Missile Deflection (Bullets & Shrapnel), +3 OCV (21 Active Points); OAF (-1) 0
2  3) Weapon Reach: Stretching 1" (5 Active Points); OAF (-1), Only To Cause Damage (-1/2), No Velocity Damage (-1/4) 1
Powers Cost: 141

Cost  Martial Arts Maneuver
  Wrestling, Professional 
3  1) Body Slam: 1/2 Phase, +2 OCV, +1 DCV, 8d6 Strike; You Fall, Target Falls 
4  2) Crush: 1/2 Phase, +0 OCV, +0 DCV, 12d6 Crush, Must Follow Grab 
4  3) Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  4) Fist/Forearm Smash: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike 
3  5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 
4  6) Head-Bash: 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike 
5  7) Stomp: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
1  8) Weapon Element: Clubs (Fist/Forearm Smash only) 
Martial Arts Cost: 28

Cost  Skill
30  +6 with HTH Combat 
3  Acrobatics 13- 
3  Acting 13- 
3  Breakfall 13- 
5  Defense Maneuver I-II  
3  Gambling (Craps, Mahjongg, Poker) 12- 
2  KS: Asian Criminal Underworld 11- 
2  KS: The Professional Wrestling World 11- 
2  KS: The Superhero World 11- 
3  Language: English (completely fluent) 
0  Language: German (idiomatic) (4 Active Points) 
2  Language: Japanese (fluent conversation) 
1  Language: Mandarin (basic conversation) 
4  PS: Criminal Enforcer 13- 
3  PS: Pro Wrestler 13- 
3  Paramedics 12- 
3  Shadowing 12- 
3  Stealth 13- 
3  Streetwise 13- 
3  Teamwork 13- 
Skills Cost: 81

Cost  Perk
1  Fringe Benefit: International Driver's License 
1  Fringe Benefit: Passport 
2  Fringe Benefit: Membership: Dynasty (Probational Member) 
3  Reputation: Mid Card Wrestler (A medium-sized group) 11-, +3/+3d6 
3  Contact: Wrestling World (Contact limited by identity), Organization Contact (x3) (3 Active Points) 11- 
Perks Cost: 10

Cost  Talent
15  Combat Sense 12- 
Talents Cost: 15

Val  Disadvantages
10  Distinctive Features: Huge Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Enraged: When Takes Body (Uncommon), go 11-, recover 11- 
10  Hunted: Scorpio-7 (or a superheroic wrestler in your campaign) 8- (As Pow, Harshly Punish) 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Bulldozer Syndrome (Common, Strong) [Notes: Somehow thinks he's God's gift to women, loves "macho" sports and events. Basically a goof. But he sometimes knows when to cut it out.] 
15  Psychological Limitation: Crude, Violent, and Sexist (Very Common, Moderate) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Social Limitation: Secret Identity: Robert Gutbrod (Frequently, Major) 
20  Vulnerability: 2 x BODY Magic Based Attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 119

Total Experience Available: 120

Experience Unspent: 1

Total Character Cost: 469


Height: 2.00 mHair: Blonde
Weight: 114.00 kgEyes: Brown
Appearance: Think Superstar Billy Graham, Jessie the Body Ventura, and Hulk Hogan. With alot more hair. And a beard. Iron Horse is a nordic giant, he wears red leather pants, no shirt, and large studded bracers on his wrists. He has a broad, black leather belt, black combat boots, and wears no mask. His features are disguised by an obscurement spell. The spell doesn't affect cameras so he avoids being photographed or filmed while on the job. His enchanted club is a large, thick, and ornate Tetsubo that stands 6' long
Personality: Robert is a thug, smarter than average and a lot more worldly, but a thug none the less. He has shown the ability to work well with others, take orders, and none of the violence makes him at all squeamish. He loves having superpowers and gladly works for Dragon OTSM in return. He enjoys working in Asia but jumps at the chance to head back to Europe or America; he'd like to bust some heads in his old stomping grounds.
Quote:"I will break you."
"Nice ass, how 'bout we go back to my place and leave the fighting to the other losers, eh?"
Background: Robert Gutbrod is a professional wrestler who sometimes moonlights as a thug. He was wrestling in Japan when he came across a fight between the Dragon of the Silver Moon and his men against the Tiger Squad. While most people fled, he watched the battle with some interest. His grasp of Japanese is pretty good so he asked who the combatants were. It turned out the the Dynasty had stolen plans from China's nulcear weapons program and were selling them to raise capital for a larger criminal presence in mainland China. The Tiger Squad, who rarely operates outside of China, had sent several members to retrieve the plans.
Robert watched the fight for a while and then, in what could only be called a foolish decision, he grabbed a piece of lumber from the wreckage of a building and waded into the combat. Having chosen his side, he blindsided Gossamer Storm and knocked her out of the fight. He was quickly dispatched by Earthquake Fist, but the act did not go unnoticed. The Dynasty had been searching for a replacement for Obsidian Horse, who had been arrested by UNTIL and had attempted to turn evidence against The Dynasty. Once he had been silenced, the hunt was on.
Robert was busted out of jail and offered superhuman powers and lots of money and women for his efforts. Liking the idea, Robert accepted and was given the name Iron Horse. He decided that he liked the lumber approach and was given an enchanted club.
Powers/Tactics: Granted his powers by Dr Yin Wu; Iron Horse has low level superhuman strength and toughness to back an impressive running and leaping abilities. His Tetsubo is enchanted to be stronger than steel. This he backs up with a decade of experience as a dedicated wrestler (ie, he knows how to fight for real) and a keen natural insight to hand to hand combat.
Campaign Use: A different take on a light brick. He has more offense than defense however and tends to be more show than go. If you want to make him a little more balanced, drop the club damage to about 4d6 (14d6 with "Forearm smash/Punch"). If he's going to be easily overcome by your heroes increase his defenses to 25-30 range.


Jade Rabbit (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 Dynasty

Val  Char   Cost
15  STR5
23  DEX39
18  CON16
13  BODY6
23  INT13
23  EGO26
23  PRE13
22  COM6
 
8/17  PD5
8/17  ED4
6  SPD27
11  REC8
36  END0
30  STUN0
 
16"  RUN0
2"  SWIM0
13"  LEAP0
Characteristics Cost: 168

Cost  PowerEND
4  Daggers Flurry: Autofire (3 shots; +1/4) for up to 15 Active Points of Daggers KA (4 Active Points) 1
6  Daggers: HKA 1d6 (2d6 w/STR) (15 Active Points); OAF (-1), Reduced Penetration (-1/4), No Knockback (-1/4) 1
35  Foresight: Retrocognitive, Precognitive Clairsentience (Hearing And Sight Groups) (70 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1) 7
20  Increadible Leaping : Leaping +10" (13" forward, 6 1/2" upward) (Accurate, x4 Noncombat) 2
15  Mindsense: Detect Minds 14- (Mental Group), Discriminatory, Analyze 0
20  Precognative Good Fortune: Luck 4d6 0
5  Resistant Uniform: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2) 0
15  Precog Combat Skills: +3 with DCV 
25  Runs Like the Wind: Running +10" (16" total), x4 Noncombat 2
8  Strong Willed: Mental Defense (13 points total) 0
3  Thrown Dagger: Range Based On STR (+1/4) for up to 15 Active Points of Daggers HKA (4 Active Points); Lockout (Cannot Use Dagger if Thrown until it is retreaved; -1/2) 1
Powers Cost: 156

Cost  Martial Arts Maneuver
  Jeet Kune Do (Jun Fan Kung Fu) 
20  1) +5 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4 1/2d6 NND 
4  4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block 
4  5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
3  6) Grab/Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 
5  7) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
3  8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 
4  9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4 1/2d6 NND 
4  10) Punch/Elbow: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
3  11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 
1  12) Weapon Element: Blades 
1  13) Weapon Element: Clubs 
1  14) Weapon Element: Polearms 
1  15) Weapon Element: Staffs 
Martial Arts Cost: 62

Cost  Skill
30  +6 with HTH Combat 
2  AK: Hong Kong 11- 
3  Acrobatics 14- 
3  Analyze: Style 14- 
3  Breakfall 14- 
3  Bribery 14- 
3  Bugging 14- 
3  Bureaucratics 14- 
2  CK: Tokyo 11- 
5  Conversation 15- 
3  Criminology 14- 
7  Deduction 16- 
10  Defense Maneuver I-IV  
3  Interrogation 14- 
4  Language: English (idiomatic) 
4  Language: Japanese (idiomatic) 
0  Language: Mandarin (idiomatic) (4 Active Points) 
3  Lockpicking 14- 
3  Persuasion 14- 
3  Scholar 
1  1) KS: Chinese Underworld (2 Active Points) 11- 
1  2) KS: Hong Kong Underworld (2 Active Points) 11- 
1  3) KS: Japanese Underworld (2 Active Points) 11- 
1  4) KS: Jeet Kune Do (Jun Fan Kung Fu) (2 Active Points) 11- 
1  5) KS: The Triads (2 Active Points) 11- 
3  Security Systems 14- 
3  Seduction 14- 
3  Shadowing 14- 
3  Stealth 14- 
3  Streetwise 14- 
2  Survival (Urban) 14- 
3  Tactics 14- 
3  Teamwork 14- 
5  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand 
Skills Cost: 130

Cost  Perk
1  Fringe Benefit: International Driver's License 
1  Fringe Benefit: Passport 
3  Fringe Benefit: Membership: Dynasty 
12  Contact: Jade Dragon Triad (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8- 
Perks Cost: 17

Cost  Talent
24  Danger Sense (self only, out of combat) 18- 
3  Absolute Time Sense 
3  Ambidexterity (-2 Off Hand penalty) 
3  Bump Of Direction 
18  Combat Luck (9 PD/9 ED) 
12  Lightning Reflexes: +8 DEX to act first with All Actions 
3  Lightsleep 
Talents Cost: 66

Val  Disadvantages
10  Distinctive Features: Style Disadvantage (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
5  Distinctive Features: Tattoo (Playboy Bunny on Thigh) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: PSI 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 
20  Psychological Limitation: Absolute Loyalty to Dragon of the Silver Moon (Common, Total) 
15  Psychological Limitation: Enjoys Combat (Very Common, Moderate) 
15  Psychological Limitation: Loves Stone Ox (Common, Strong) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Susceptibility: When "Attacked" with any form of Telepathy (Mindcontrol, Mental Illusions, Mind Scan); only on the intial Attack, 3d6 damage Instant (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 249

Total Experience Available: 251

Experience Unspent: 2

Total Character Cost: 599


Height: 1.55 mHair: Black
Weight: 48.00 kgEyes: Green
Appearance: A stunningly beautiful young chinese woman. Min has long brown hair that, when expecting trouble, she wears up so that she can fight without it getting in her eyes. Her costume consists of a sleeveless emerald bodysuit with a playboy bunny on her left breast. Her boots and fingerless gloves are black. She wears a black domino mask.
Personality: Beyond Min's love for Stone Ox and absolute loyalty to her "father", she is an active and aggressive young woman, quite the contrast to the usual mentalist. Trained in martial arts and subosciuously using her precognative abilties to help her in combat, she has over the years developed into quite the feared warrior.
Quote:"I see bad things in your future. "
Background: Li Zhi Min, or Ayane to her Western friends and associates, has been a loyal servant to Cho Nan, the Dragon of the Silver Moon for as long as she can remember. How he found out about her abilities and stole her away from her rightful family is unknown; but he raised her to be the ultimately loyal daughter. She has helped him become a lion of the industrial world by detecting trends years before they occure. She has trained as bodyguard/Assassin/investigator for him to keep his agents loyal and company running. When Cho Nan began his Dynasty organization, she was given the code name Jade Rabbit and still serves as his right hand. Recently she has fallen for the Japanese super criminal (and fellow member of Dynasty) Stone Ox.
Powers/Tactics: Using her precognative powers along with her marital arts skills, Jade Rabbit is a fast striking, hard hitting and nigh un hittable opponent. Getting a solid hit on her is very difficult, She's quick, small, and acrobatic, senses everything and avoids attacks before they are initiated. Her leaping and running abilities have been bestowed upon her by agents of the Dragon OTSM.
Campaign Use: If she's too tough for your campaign, drop her DC's to 2 or none, and get rid of her Lightning reflexes and DCV levels. If shes not tough enough; bring her dex up to 27 or 29, her SPD to 7, and increase her defenses.


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

Player: NPC; Reluctant Member of the Dynasty

Val  Char   Cost
15  STR5
36  DEX78
25  CON30
11  BODY2
25  INT15
20  EGO20
23  PRE13
12  COM1
 
7/18  PD4
7/18  ED2
8  SPD34
8  REC0
54  END2
44  STUN12
 
12"  RUN0
2"  SWIM0
6"/18"  LEAP0
Characteristics Cost: 218

Cost  PowerEND
10  Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
49  Cloud Car!: Flight 17", x16 Noncombat, No Turn Mode (+1/4) (61 Active Points); Physical Manifestation (Cloud; -1/4) 6
8  Good Leaping: Leaping +3" (6"/18" forward, 3"/9" upward) (Accurate) 1
10  Heroic Vigor : Power Defense (10 points) 0
25  Immortal King of the Monkey: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0
10  Luck of Heroes: Luck 2d6 0
25  Mindseeking: Mind Scan 10d6 (Human class of minds) (50 Active Points); Extra Time (Full Phase, -1/2), Activation Roll 15- (-1/4), Concentration (1/2 DCV; -1/4) 5
8  Mindshield: Mental Defense (12 points total) 0
6  Prehensile Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points) 0
24  Mindspeech: Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Activation Roll 15- (-1/4) 0
15  Peerless Senses: +5 PER with all Sense Groups 0
12  Sprint: Running +6" (12" total) 1
  Battle Staff, all slots OAF Unbreakable (-1) 
4  1) Shrinking the Staff: +5 with Concealment (10 Active Points); OAF Unbreakable (-1), Self Only (Only to make the staff appear as a toothpick or harmless splinter.; -1/2) 
6  2) Size Alteration: Stretching 3", Costs END Only To Activate (+1/4) (19 Active Points); OAF Unbreakable (-1), Only To Cause Damage (-1/2), no Noncombat Stretching (-1/4), Always Direct (-1/4) 1
8  3) Thwak: HA +4d6 (20 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 2
4  4) Vaulting: Leaping +12" (6"/18" forward, 3"/9" upward) (12 Active Points); OAF Unbreakable (-1), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2) 1
10  5) Missile Deflection (Any Ranged Attack) (20 Active Points); OAF Unbreakable (-1) 0
Powers Cost: 234

Cost  Martial Arts Maneuver
  Kung Fu (Wu Shu) 
12  1) +3 HTH Damage Class(es) 
5  2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
5  6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike 
3  7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 
5  8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
4  9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  11) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3  12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
4  13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 
4  14) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab 
4  15) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove 
1  16) Weapon Element: Axes, Maces, and Picks 
1  17) Weapon Element: Blades 
1  18) Weapon Element: Chain Weapons 
1  19) Weapon Element: Clubs 
1  20) Weapon Element: Hook Sword 
1  21) Weapon Element: Polearms 
1  22) Weapon Element: Staffs 
1  23) Weapon Element: Three-Section Staff 
1  24) Weapon Element: Whips 
1  25) Weapon Element: Wind and Fire Wheels 
Martial Arts Cost: 78

Cost  Skill
30  +6 with HTH Combat 
2  AK: China 11- 
2  AK: India 11- 
3  Acrobatics 16- 
3  Breakfall 16- 
3  Climbing 16- 
7  Concealment 16- 
3  Contortionist 16- 
10  Defense Maneuver I-IV  
2  KS: Chinese Mythology 11- 
2  KS: Supernatural Lore 11- 
2  KS: The Martial World 11- 
3  Language: English (completely fluent) 
0  Language: Mandarin (idiomatic) (4 Active Points) 
3  Lockpicking 16- 
2  PS: Clown (or Magician, Juggler, and so forth, as appropriate) 11- 
3  Persuasion 14- 
3  Security Systems 14- 
3  Seduction 14- 
3  Shadowing 14- 
3  Sleight Of Hand 16- 
3  Sleight Of Hand 16- 
7  Stealth 18- 
3  Streetwise 14- 
6  Survival (Arctic/Subarctic, Mountain, Urban) 14- 
3  Tactics 14- 
3  Tracking 14- 
4  WF: Common Martial Arts Melee Weapons, Common Melee Weapons 
Skills Cost: 121

Cost  Perk
10  Reputation: Famous hero of Chinese Lore (A large group) 11-, +5/+5d6 
3  Fringe Benefit: Membership: Dynasty 
Perks Cost: 13

Cost  Talent
3  Ambidexterity (-2 Off Hand penalty) 
12  Combat Luck (6 PD/6 ED) 
Talents Cost: 15

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Distinctive Features: Monkey Man (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
25  Hunted: Tiger Squad 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: UNTIL 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Social Limitation: Public Identity: Son Goku, the Monkey King (Frequently, Major) 
20  Psychological Limitation: Overconfident/Arrogant (Very Common, Strong) 
15  Psychological Limitation: Greedy and Voracious (Common, Strong) 
10  Psychological Limitation: Likes to fight (Common, Moderate) 
15  Psychological Limitation: Disdain for most "Mortals" (Common, Strong) 
20  Physical Limitation: Cannot betray a direct order from Dragon of the Silver Moon (Frequently, Fully Impairing) 
5  Unluck: 1d6 
Disadvantage Points: 170

Base Points: 200

Experience Required: 309

Total Experience Available: 310

Experience Unspent: 1

Total Character Cost: 679


Height: 1.57 mHair: Orange
Weight: 57.00 kgEyes: Golden
Appearance: A large, man sized monkey with a more human looking face. He has reddish brown fur and golden eyes. he wears simple trousers (gray) and a blue vest with ornate golden designes. His staff is, at normal and larger sizes, polished black with shiney golden knobs at either end. When it is shrunk to 2 feet, one of the knobs disappears and it becomes a walking stick. Anything smaller than that and it appears to simply be a piece of wood.
Personality: Arrogant, overconfident, self important, and vain. These are his weak points, but he also seems to be more of a heroic bent than he is portrayed in the legends. He truely regrets being forced to do Dragon of the Silver Moon's bidding. He does love combat and a chance to show his skill and power; so the constant fighting with superbeings is right up his alley.
Quote:"You can try to beat me, but you will fail."
Background: Claiming to be the legendary Monkey King from the chinese tales, Son Goku is a "supervillain" in name more than deed; he dislikes his compatriots and seems to be a member my force. He tends to pervert the orders given to him and seems genuinely sorry to most innocents harmed, even indirectly, by his actions.
Powers/Tactics: A superb master of kung fu and weilder of an enchanted, size changing staff and a floating cloud. He is extremely fast and agile, exceeding even Master Tiger in these regards. He also claims that much of his power has been locked away from him by the Kings of Hell.
Campaign Use: Is he the true Monkey King? Its up to you. If he's too tough, drop his DEX and SPD to more manageable levels and his DC's to what you want. If he's not tough enough, then "Release" some of his captured power, this could be anything from Heightened STR, CON, and Defenses, a variable power pool of martial arts abilties, magic, or both.


Master Tiger (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 Dynasty

Val  Char   Cost
20  STR10
33  DEX69
20  CON20
13  BODY6
15  INT5
13  EGO6
20  PRE10
20  COM5
 
9/21  PD5
9/21  ED5
7  SPD27
12  REC8
40  END0
40  STUN7
 
6"  RUN0
2"  SWIM0
19"  LEAP0
Characteristics Cost: 183

Cost  PowerEND
19  Attack Avoidance: Missile Deflection (Bullets & Shrapnel), +2 OCV 0
15  Ch'i Resiliance: Power Defense (15 points) 0
27  Iron Skin: Armor (9 PD/9 ED) 0
9  Keen Senses: +3 PER with all Sense Groups 0
37  The Razing Blow of Tein Hsueh: HKA 1 1/2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points) 0
20  Wuxia Leaping: Leaping +15" (19" forward, 9 1/2" upward) (Accurate) 2
Powers Cost: 127

Cost  Martial Arts Maneuver
  Kung Fu (Wu Shu) 
16  1) +4 HTH Damage Class(es) 
5  2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 
5  6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 12d6 Strike 
3  7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 
5  8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
4  9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 
3  10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 
4  11) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
3  12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 
4  13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 
4  14) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 12d6 Crush, Must Follow Grab 
4  15) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to Shove 
1  16) Weapon Element: Axes, Maces, and Picks 
1  17) Weapon Element: Blades 
1  18) Weapon Element: Chain Weapons 
1  19) Weapon Element: Clubs 
1  20) Weapon Element: Hook Sword 
1  21) Weapon Element: Polearms 
1  22) Weapon Element: Staffs 
1  23) Weapon Element: Three-Section Staff 
1  24) Weapon Element: Whips 
1  25) Weapon Element: Wind and Fire Wheels 
Martial Arts Cost: 82

Cost  Skill
15  +3 with HTH Combat 
15  +5 with Kung Fu 
3  Acrobatics 16- 
3  Breakfall 16- 
3  Contortionist 16- 
10  Defense Maneuver I-IV  
3  Language: English (completely fluent) 
0  Language: Mandarin (idiomatic) (4 Active Points) 
2  PS: Lion Dancing 11- 
3  Scholar 
1  1) KS: Chinese Healing (2 Active Points) 11- 
1  2) KS: Chinese Philosophy (2 Active Points) 11- 
2  3) KS: Kung Fu (3 Active Points) 12- 
2  4) KS: The Martial Arts World (3 Active Points) 12- 
2  5) KS: The Superhero World (3 Active Points) 12- 
1  6) KS: World Politics (2 Active Points) 11- 
3  Sleight Of Hand 16- 
2  WF: Common Martial Arts Melee Weapons 
2  WF: Common Melee Weapons 
1  WF: Hook Sword 
1  WF: Off Hand 
1  WF: Three-Section Staff 
1  WF: Wind and Fire Wheels 
Skills Cost: 77

Cost  Perk
1  Fringe Benefit: International Driver's License 
1  Fringe Benefit: Passport 
3  Fringe Benefit: Membership: Dynasty 
1  Fringe Benefit: Black Belt 
2  Reputation: World Class Martial Artist (A medium-sized group) 11-, +2/+2d6 
Perks Cost: 8

Cost  Talent
3  Bump Of Direction 
6  Combat Luck (3 PD/3 ED) 
15  Combat Sense 12- 
3  Lightsleep 
2  Trackless Stride 
Talents Cost: 29

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
25  Hunted: Tiger Squad 11- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Dragon Master 8- (As Pow, Harshly Punish) 
20  Psychological Limitation: Code of Vengence (Common, Total) 
15  Psychological Limitation: Brutal in Combat (Common, Strong) 
15  Psychological Limitation: Disdain for western culture (Common, Strong) 
10  Reputation: world Class Martial Artist, 11- (Extreme; Known Only To A Small Group) 
10  Rivalry: Professional (Dragon Master; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 156

Total Experience Available: 157

Experience Unspent: 1

Total Character Cost: 506


Height: 1.75 mHair: Black
Weight: 75.00 kgEyes: Brown
Appearance: A tanned and perfectly formed man with a lean, athletic build. He wears a black body suit with a bright red sash at his waist and a red domino mask. His guantlets and boots are also red. On his chest is a golden tiger with black stripes.
Personality: A surprisingly petty and tempermental master of martial arts. Though he is dedicated, disciplined and works well with others, he is also interested solely in his own comfort and sense of "justice". Like Green Dragon (a warrior Master Tiger some times spends time with), Tai-Sheng is also anti western culture. He finds all non asians to be backwards, arrogant, and foolish.
Quote:"The Jaws of the Tiger rend with impunity, you shall understand that fact soon enough."
Background: Tai-Sheng Mak was groomed from a young age to be a martial arts adept. He was, along with Hua Xiao Yang, trained to enter the Tiger Squad, China's official government paranormal agency. The two marvelously skilled and physically superior young men were dubbed Master Tiger (Tai-Sheng) and Dragon Master (Hua) respectively. They both worked closely with many of the other agents and were national heroes. Then things changed. The massacre at Tieneman's Square moved Hua to rebel against the chinese government. Renouncing his role in the Tiger Squad, he fled for the United States. Master Tiger, his best friend, was crushed. He couldn't believe that Hua would abandon the people of China in such a dishonorable fashion. Master Tiger begged his superiors for a chance to bring his friend to justice. In his heart, he had hoped to convince Dragon Master to return. The two met in San Fransisco, though he argued for Hua's return, Tai-Sheng was rebuked. Angered, he attacked his friend. Though Master Tiger is even Quicker than Dragon Master, he failed to defeat his friend. Despondant, he returned to China only to find his failure had cost him his title and place in the Tiger Squad.
The meeting didn't go well, Master Tiger lost his cool and severely injured his superior; now on the run like Hua, he fled. Master Tiger tried to hook up with his former comrade but Dragon Master turned him away, claiming that he only came to him after losing his prestious job and not out of any loyalty. Master Tiger swore vengance. He kicked around as a mercenary for a while, his hatred for the Chinese government and Dragon Master festering. He was easily drawn into the Dynasty, they treated him like he wanted to be treated. Now he fights for the "freedom" of the Chinese people. In truth he has become a thug caring only about his vengance and the size of his paycheck.
Powers/Tactics: Though he doesn't have a laundry list of special attacks, Master Tiger is a powerful front line martial artist. He does good damage and has high defenses for a man of his quickness and speed. He generally tries to wear down his targets with mid level strikes and saves his Killing Strike for truely superhuman foes.
Campaign Use: Martial Arts Master. If he's too tough for your campaign drop his DC's to a manageable level and his attributes to 27 DEX and 6 SPD. If he's not tough enough, give him the Street Fighter Treatment and give him a plethora of martial arts abilities.


Serpentine (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 Dynasty

Val  Char   Cost
15  STR5
23  DEX39
25  CON30
13  BODY6
23  INT13
18  EGO16
20  PRE10
20  COM5
 
8/16  PD5
8/16  ED3
6  SPD27
8  REC0
50  END0
50  STUN16
 
10"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 175

Cost  PowerEND
60  Arcane Skill: Variable Power Pool (Magic Pool), 40 base + 20 control cost, (60 Active Points) 
2  Animal Bond: Mind Link , Animal class of minds, One Specific Mind: Jormundiir (5 Active Points); Only With Others Who Have Mind Link (-1) 0
16  Animal Communication: Telepathy 5d6 (Animal class of minds), Area Of Effect (6" Radius; +1 1/4) (56 Active Points); Limited Class Of Minds Snakes (-1), No Range (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4), Does Not Provide Mental Awareness (-1/4) 6
40  Animal Companion: Jormundiir: Follower: Large Snake 
16  Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
15  Fangs: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
5  Heat Sense: Infrared Perception (Touch Group) (Sight Group) 0
10  Nictitating Membrane: Sight Group Flash Defense (10 points) 0
10  Poison Immunity: LS (Immunity All terrestrial poisons and chemical warfare agents) 0
13  Regrow Limbs: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
48  Spitting Blindness: Sight Group Flash 8d6, No Normal Defense (Solid Eye Covering; +1/2) (60 Active Points); Limited Range (12") (-1/4) 6
8  Strong Legs: Leaping +3" (6" forward, 3" upward) (Accurate) 1
6  Strong Will: Mental Defense (10 points total) 0
8  Swift: Running +4" (10" total) 1
31  Venom: (Total: 180 Active Cost, 31 Real Cost) Drain CON 3d6, No Normal Defense (LS: Immunity; +1), Delayed Return Rate (5 Points per Hour; +1) (90 Active Points); Extra Time (5 Minutes, -2), 4 Charges (-1), Gradual Effect (1d6/5 Minutes; -3/4), HKA Must Do BODY (-1/2) (Real Cost: 17) plus Killing Attack - Ranged 2d6, No Normal Defense (LS: Immunity; +1), Does BODY (+1) (90 Active Points); Extra Time (5 Minutes, -2), 4 Charges (-1), Gradual Effect (1d6/5 Minutes; -3/4), No Range (-1/2), HKA Must Do BODY (-1/2), Linked (Drain; -1/2) (Real Cost: 14) [4]
10  Wallcrawling: Clinging (normal STR) 0
2  Water Adaption: Environmental Movement (Aquatic Movement) 
Powers Cost: 300

Cost  Martial Arts Maneuver
  Kung Fu (Wu Shu) 
12  1) +3 HTH Damage Class(es) 
5  2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
5  6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike 
3  7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 
5  8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
4  9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
3  10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4  11) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3  12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
4  13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND 
4  14) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove 
1  15) Weapon Element: Axes, Maces, and Picks 
1  16) Weapon Element: Blades 
1  17) Weapon Element: Chain Weapons 
1  18) Weapon Element: Clubs 
1  19) Weapon Element: Hook Sword 
1  20) Weapon Element: Polearms 
1  21) Weapon Element: Staffs 
1  22) Weapon Element: Three-Section Staff 
1  23) Weapon Element: Whips 
1  24) Weapon Element: Wind and Fire Wheels 
Martial Arts Cost: 74

Cost  Skill
18  +6 with Kung Fu 
13  Spell Casting 19- 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 14- 
3  Contortionist 14- 
3  Disguise 14- 
3  Fast Draw 14- 
3  High Society 13- 
3  Language: English (completely fluent) 
0  Language: Mandarin (idiomatic) (4 Active Points) 
3  Lockpicking 14- 
3  PS: Dancing 12- 
3  PS: Singing 12- 
3  Paramedics 14- 
3  Scholar 
2  1) KS: Arcane & Occult Lore (3 Active Points) 14- 
1  2) KS: Chinese Healing (2 Active Points) 11- 
1  3) KS: Chinese Philosophy (2 Active Points) 11- 
1  4) KS: Kung Fu (2 Active Points) 11- 
1  5) KS: Poisons/Toxins (2 Active Points) 11- 
2  6) KS: Snake Style Kung Fu (3 Active Points) 14- 
1  7) KS: The Martial Arts World (2 Active Points) 11- 
1  8) KS: The Supernatural World (2 Active Points) 11- 
3  Security Systems 14- 
3  Seduction 13- 
3  Sleight Of Hand 14- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Tracking 14- 
2  WF: Common Martial Arts Melee Weapons 
2  WF: Common Melee Weapons 
1  WF: Hook Sword 
1  WF: Off Hand 
1  WF: Three-Section Staff 
1  WF: Wind and Fire Wheels 
Skills Cost: 109

Cost  Perk
1  Fringe Benefit: International Driver's License 
3  Fringe Benefit: Membership: Dynasty 
1  Fringe Benefit: Passport 
5  Money: Well Off 
1  Reputation: Feared Assassin (A small to medium sized group) 11-, +1/+1d6 
Perks Cost: 11

Cost  Talent
3  Ambidexterity (-2 Off Hand penalty) 
3  Bump Of Direction 
16  Combat Sense 15- 
3  Lightsleep 
Talents Cost: 25

Val  Disadvantages
5  Distinctive Features: Green hair and eyes, lips too. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Style Limitation (Snake Style Kung Fu) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Hunted: Dr Yin Wu 8- (Mo Pow, NCI, Watching) 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Casual Killer (Common, Total) 
15  Psychological Limitation: Enigmatic, and mysterious (Very Common, Moderate) 
10  Psychological Limitation: Enraptured by her own sexuality (Common, Moderate) 
10  Psychological Limitation: Vain and egotistical (Common, Moderate) 
5  Rivalry: Professional (Scorpia; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Vulnerability: 2 x STUN Mongoose Style Martial Arts (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 344

Total Experience Available: 345

Experience Unspent: 1

Total Character Cost: 694


Height: 1.70 mHair: Green
Weight: 70.00 kgEyes: Green
Appearance: A beautiful chinese woman who has magically altered her hair and eyes to be deep emerald green. She wears green lipstick as well. Her costume, its green. Get the picture?
She tends towards specially designed "Dragon Lady" style dresses with armor and freedom of movement that belies their elegance and beauty. A snake is always present in the outfits, often simply a darker or lighter shade of green than the dress it self.
Personality: Enigmatic, and mysterious to the members of the Dynasty, she has proven intelligent, loyal, and easily directed. She has done her best to protect Dragon OTSM from magical threats, and often uses her magic to help disguise or hide the members of the Dynasty from the prying eyes of Gossamer Storm.
Quote:"Do not worry, my dear, this will only hurt for a short while."
Background: Serpentine has been the Snake in the Dynasy's zodiac for a year. She was sent to replace the former snake, Celestial Viper, by Dr Yin Wu. She is reported to be one of his apprentices. She is also a skilled martial artist and assassin. Her actual age and past are mysteries to the Dragon of the Silver Moon, and he has Jade Rabbit watch her carefully. She has apparently operated around the world, because she has a "friendly" rivalry with Eurostar's Scorpia. They occasionally have a contest to see who can seduce and kill the most men in specified amount of time, or simply beat the snot out of eachother for an afternoon using nothing but their fists and feet.
Powers/Tactics: Although she has a respectable magic pool, Serpentine tends to favor her physical talents, Using her martial arts and venom powers to do her dirty work. She uses the Magic for stealth enhancement and defense, but apparently likes to get "up close and personal" for the killing blows.
Campaign Use: An assassin/witch for the Dynasty. If she's too tough, drop her magic pool to 20-30 pts and her DC's to 1-2. If she's not tough enouugh, give her some magic toys and weapons and or increase her pool to 50-60 pts.


Stone Ox (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 Dynasty

Val  Char   Cost
40/60  STR30
23  DEX39
25  CON30
13  BODY6
15  INT5
13  EGO6
25  PRE15
20  COM5
 
17/40  PD9
12/35  ED7
6  SPD27
17  REC8
50  END0
50  STUN4
 
20"  RUN0
2"  SWIM0
8"/12"  LEAP0
Characteristics Cost: 191

Cost  PowerEND
60   Power of the Invincible Stone Ox: Multipower, 60-point reserve 
4u  1) Almighty Smackdown: HA +8d6, Autofire (5 shots; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 6
3u  2) Concussive Handslap: EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2), Restrainable (-1/2) 6
2u  3) Further Mass Increase: Density Increase (7,300 kg mass, +20 STR, +4 PD/ED, -4" KB), Costs END Only To Activate (+1/4) (25 Active Points) 2
5u  4) Rending And Tearing: HKA 2 1/2d6 (5d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
8  1000 lb Man: Knockback Resistance -4" 0
10  Effortless Might: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR 
8  Instant Change: Cosmetic Transform 2d6 (standard effect: 6 points) (Clothing to Uniform and Back) (10 Active Points); Limited Target Clothing (-1/4) 1
17  Invincible Mind: Mental Defense (20 points total) 0
30  Invincible: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
20  Invinincible Soul: Power Defense (20 points) 0
6  Keen Vision: +4 versus Range Modifier for Sight Group 0
10  Keen Vision: +5 PER with Sight Group 0
50  Mobile: Multipower, 50-point reserve 
5u  1) Antigravity Flight: Flight 20", No Turn Mode (+1/4) (50 Active Points) 5
4u  2) Supersonic Flight: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (40 Active Points) 4
4u  3) Underwater Movement: Flight 16", Usable Underwater (+1/4) (40 Active Points) 4
4u  4) Running +14" (20" total), x8 Noncombat (38 Active Points) 4
57  Superhard Skin: Armor (19 PD/19 ED) 0
10  X-Ray Vision : N-Ray Perception (Sight Group) [Notes: Stopped by Lead, Gold, and Force Fields] 0
Powers Cost: 317

Cost  Skill
40  +8 with HTH Combat 
3  Breakfall 14- 
3  Conversation 14- 
3  Linguist 
2  1) Language: Cantonese (completely fluent) (3 Active Points) 
2  2) Language: English (completely fluent) (3 Active Points) 
0  3) Language: Japanese (idiomatic) (4 Active Points) 
2  4) Language: Korean (completely fluent) (3 Active Points) 
2  5) Language: Mandarin (completely fluent) (3 Active Points) 
3  Oratory 14- 
3  Paramedics 12- 
3  Persuasion 14- 
3  Scholar 
1  1) KS: Chinese Lore (2 Active Points) 11- 
1  2) KS: Eastern Philosophies (2 Active Points) 11- 
1  3) KS: Japanese Lore (2 Active Points) 11- 
2  4) KS: The Superhero World (3 Active Points) 12- 
1  5) KS: World Politics (2 Active Points) 11- 
3  Tactics 12- 
3  Teamwork 14- 
3  Traveler 
3  1) AK: Japan (4 Active Points) 13- 
1  2) AK: Taiwon (2 Active Points) 11- 
1  3) CK: Hong Kong (2 Active Points) 11- 
1  4) CK: Shang Hai (2 Active Points) 11- 
1  5) CK: Tokyo (2 Active Points) 11- 
Skills Cost: 91

Cost  Perk
1  Fringe Benefit: International Driver's License 
1  Fringe Benefit: Passport 
3  Fringe Benefit: Membership: The Dynasty 
3  Contact: The Dragon Society, Organization Contact (x3) (3 Active Points) 8- 
3  Contact: VIPER, Organization Contact (x3) (3 Active Points) 8- 
Perks Cost: 11

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
Talents Cost: 9

Val  Disadvantages
20  DNPC: Father; Choei Nagata 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: Tiger Squad 11- (Mo Pow, Harshly Punish) 
10  Hunted: Tetsuronin 8- (As Pow, Harshly Punish) 
10  Physical Limitation: Heavy (1000lbs) (Infrequently, Greatly Impairing) 
20  Psychological Limitation: Code of Honor (Common, Total) 
15  Psychological Limitation: In love with Jade Rabbit (Common, Strong) 
15  Psychological Limitation: Wants to free China from Communism (Common, Strong) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Vulnerability: 1 1/2 x STUN Gravity Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 269

Total Experience Available: 271

Experience Unspent: 2

Total Character Cost: 619


Height: 1.79 mHair: Black
Weight: 455.00 kgEyes: Brown
Appearance: A lean but muscular japanese youth (appears to be about 21) with short dark hair and brown eyes. He wears a dark red costume with a black stylized OX head on his chest. He wears a full face mask that none-the-less leaves his nose, mouth, and hair exposed. HIs belt, boots, and gloves are also black.
Personality: Hisato overlooks the evil of his fellow members of the Dynasty, especially his beloved Jade Rabbit, and the Dragon OTSM tends to use him only as a defender against superpowered foes; but his sense of honor is beginning to bother him. He is probably the weakest link in the Dynasty right now psychologically. However, The Dynasty has changed postively because of his presence, giving some of their ill gotten gains to various charities and aiding the people during natural disasters. The Dragon sees this as good for business when he returns to China, so he encourages Stone Ox and the others to act "responsibly" when representing the team if doing so does not interfere with their mission.
Quote:"It is not unreasonable to surrender to me; I am the superior warrior in this conflic."
Background: Hisato Nagata is a mutant with fantastic powers over his own mass and personal gravity. His enhanced senses are a separate mutation that has been passsed down his family for the last two generations (His grandfather and father both had the sensory powers. His father also had the ability to fly and functioned as a hero in Japan until he was nearly killed by VIPER) Hisato met and fell in love with Min Li, the Jade Rabbit of the Dynasty. He has taken up her crusade to free the Chinese people from communism. His father has no idea that his son is a supervillain operating throughout Asia, and the news would devistate him, so Hisato makes sure he is never connected with Stone Ox when he is near his home town.
Powers/Tactics: A brick with high speed and combat skill, Stone Ox can pull off some "Superman" style tricks but at lower levels. His most devistating attack (and one he uses least often is the Almighty Smackdown which allows him to throw five 13d6 strikes at an opponent. With his levels and naturally high (for a brick) CV enables him to hit with the majority of these strikes. He uses this tactic mostly against the upper level bricks out there. He prefers to use his increased personal mass power, giving him good damage and excellent defense.
Campaign Use: Stone Ox is a tough customer, but he's far from a world menace on his own. If he's too tough for your campaign drop his total defenses to 30 and his Almighty smakdown to 5d6 or get rid of it all together. If he's not tough enough raise his normal STR and CON to 50 and 30 Respectively and add more strength tricks.


The Hound (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 Dynasty

Val  Char   Cost
25  STR15
23  DEX39
25  CON30
12  BODY4
13  INT3
17  EGO14
35  PRE25
10  COM0
 
10/38  PD5
10/38  ED5
5  SPD17
10  REC0
50  END0
50  STUN12
 
10"  RUN8
2"  SWIM0
5"  LEAP0
Characteristics Cost: 177

Cost  PowerEND
125  Arch-Lord of Weather: Multipower, 125-point reserve 
2u  1) Air Manipulation: Telekinesis (20 STR) (30 Active Points); Affects Whole Object (-1/4) 3
4u  2) Blinding Weather: Change Environment 8" radius, -4 to Hearing Group PER Rolls, Varying Effect any type of weather that can interfere with vision (+1/2) (43 Active Points) 4
4u  3) Blizzard: Energy Blast 3d6, Area Of Effect (One Hex; +1/2), No Normal Defense (LS: Save Enviroment: Intense Cold; +1), Continuous (+1) (52 Active Points); Limited Range (20") (-1/4) 5
5u  4) Exposure: Change Environment 8" radius, 4 Points of NND Damage (defense is appropriate Life Support), Varying Effect Limited Group (+1/2) (52 Active Points) 5
4u  5) Greater Weather Control II: Change Environment 8" radius, 4 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (65 Active Points); No Range (-1/2) 6
2u  6) Greater Weather Eye: Precognitive Clairsentience (Sight Group), x8 Range (2000"), Megascale (1" = 1 km; +1/4) (69 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), Time Modifiers (-1/2) 7
1u  7) Group Climate Control: LS: Safe Enviroments (Intense Cold, Intense Heats): Area Of Effect (up to 4" Radius; +1 1/2) for up to 4 Active Points (6 Active Points) 1
4u  8) Lightning Bolt: Killing Attack - Ranged 2 1/2d6 (40 Active Points) 4
2u  9) Slippery Ground: Change Environment 8" radius, -4 to DEX Roll (29 Active Points); Only Affects Characters On Ground (-1/4) 3
3u  10) Thunderclap: Hearing Group Flash 10d6 (30 Active Points) 3
3u  11) True Weather Control: Change Environment 8" radius, +/-10 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (106 Active Points); Extra Time (1 Minute, -1 1/2), No Range (-1/2), Requires A Skill Roll (-1/2), Can Only Alter Weather, Not Create It (-1/4) 11
4u  12) Weather Control: Change Environment 8" radius, 4 Temperature Level Adjustment, Varying Effect Limited Group (+1/2) (43 Active Points) 4
4  Climate Control: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
19  Concealed Armored Costume: Armor (8 PD/8 ED) (24 Active Points); IIF (Concealed Armor; -1/4) 0
5  Hound's Nose: Tracking with Normal Smell 0
9  Houndlike Senses: +3 PER with all Sense Groups 0
5  Keen Nose: Analyze with Normal Smell 0
11  Outer Armor: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -1/4) 0
24  Shield Of The Winds: Force Field (12 PD/12 ED) 2
1  Strong Will: Mental Defense (4 points total) 0
5  The Nose Knows: Discriminatory with Normal Smell 0
3  Trace Scent: Microscopic (x10) with Normal Smell 0
10  Weather Eye: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-1/2), Time Modifiers (-1/2) 4
30  Windriding: Flight 15" 3
10  Wrist Radio: HRRP (Radio Group) (12 Active Points); IIF (Concealed in Armor; -1/4) 0
Powers Cost: 299

Cost  Martial Arts Maneuver
  Thunder Dragon Kung Fu 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Crescent Kick: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll 
3  3) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, 10 STR for holding on 
5  4) Kree Strike: 1/2 Phase, +2 OCV, +1 DCV, 2d6 Strike 
3  5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls 
5  6) Roundhouse Kick/Axe Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike 
4  7) Snap Kick Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 
1  8) Weapon Element: Axes, Maces, and Picks 
1  9) Weapon Element: Blades 
1  10) Weapon Element: Chain Weapons 
1  11) Weapon Element: Clubs 
1  12) Weapon Element: Hook Sword 
1  13) Weapon Element: Polearms 
1  14) Weapon Element: Staffs 
1  15) Weapon Element: Three-Section Staff 
1  16) Weapon Element: Whips 
1  17) Weapon Element: Wind and Fire Wheels 
Martial Arts Cost: 38

Cost  Skill
10  +2 with HTH Combat 
25  +5 with Ranged Combat 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Contortionist 14- 
2  KS: Chinese Healing 11- 
2  KS: Chinese Philosophy 11- 
2  KS: The Superhuman World 11- 
2  KS: Thunder Dragon Kung Fu 11- 
2  Language: English (fluent conversation) 
0  Language: Mandarin (idiomatic) (4 Active Points) 
3  Lockpicking 14- 
3  Navigation (Air, Land) 12- 
2  SS: Meteorology 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Sleight Of Hand 14- 
3  Streetwise 16- 
3  Teamwork 14- 
2  WF: Common Martial Arts Melee Weapons 
2  WF: Common Melee Weapons 
1  WF: Hook Sword 
1  WF: Off Hand 
1  WF: Three-Section Staff 
1  WF: Wind and Fire Wheels 
Skills Cost: 88

Cost  Perk
1  Fringe Benefit: International Driver's License 
3  Fringe Benefit: Membership: The Dynasty 
1  Fringe Benefit: Passport 
5  Money: Well Off 
4  Reputation: Criminal Enforcer (A medium-sized group) 14-, +2/+2d6 
Perks Cost: 14

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Golden Dragon Fist 8- (As Pow, Harshly Punish) 
10  Hunted: Stormfront 8- (As Pow, Harshly Punish) 
15  Psychological Limitation: Professional; never loses his cool (Common, Strong) 
15  Psychological Limitation: Loyal to Dragon OTSM (Common, Strong) 
20  Psychological Limitation: No Fear (Common, Total) 
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
15  Social Limitation: Secret Identity; Jong Hua (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 266

Total Experience Available: 267

Experience Unspent: 1

Total Character Cost: 616


Height: 1.85 mHair: Brown
Weight: 100.00 kgEyes: Brown
Appearance: A rather plain looking chinese man with a very impressive physique, brown hair and eyes. He wears a billowy blue costume with white guantlets, boots, and torso armor. The white armored portions have gold piping with golden thundebolts on the backs of his hands and on his shin armor.
Personality: A professional. He is aloof, intelligent, and deadly. He sees himself as something of a feudal knight in service of an ousted king. He works diligently to return China to the hands of the Elite.
Quote:"Thunder heeds no master, save the Hound of a Thousand Storms."
Background: A mutant with control over atmospheric phenomena, Jong has been enhanced physically through the Dragon's connections with Dr Yin Wu. The powers of the hound make him stronger, faster, and increase his senses to inhuman levels. He has worked with the Dragon longer than almost anyone.
Powers/Tactics: The Hound's main powers involve command of weather. He can summons storms, calm winds, chill bones, and all manner of weather conditions. Beyond that, he is a physical prodigy and a capable hand to hand fighter, studying a brand of Kung Fu for much of his life.
Campaign Use: If the Hound of a Thousand Storms is too powerful for your campaign, reduce his "hound" abilities and martial arts skills and make him more one dimensional. If he's not tough enough, raise his MP pool by 2-4 DC's.


The Rat (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 Dynasty

Val  Char   Cost
15  STR5
23  DEX39
20  CON20
12  BODY4
18  INT8
13  EGO6
15  PRE5
10  COM0
 
6/12  PD3
6/12  ED2
5  SPD17
7  REC0
40  END0
40  STUN10
 
9"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 119

Cost  PowerEND
80  Diminution: Shrinking (0.1031 m tall, 0.012 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Usable As Attack (+1) (80 Active Points) 8
19  Microflight: Flight 12" (24 Active Points); Linked to Shrinking (2" per 10 points of Shrinking) (-1/4) 2
20  Spatial Correspondense Detection: Detect Point In Normal-Size Space Corrisponding To Postion In The Microverse 13- (Unusual Group), Targeting Sense 0
12  Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
4  Billy Club: HA +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
8  Combat Knife: HKA 1d6 (1 1/2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), No Knockback (-1/4) 2
20  Lucky Rat: Luck 4d6 0
3  Slippery Mind: Mental Defense (6 points total) 0
6  Running +3" (9" total) 1
Powers Cost: 172

Cost  Martial Arts Maneuver
  Jeet Kune Do (Jun Fan Kung Fu) 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
4  3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
3  4) Grab/Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 
5  5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
4  6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
3  7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 
1  8) Weapon Element: Blades 
1  9) Weapon Element: Clubs 
1  10) Weapon Element: Polearms 
1  11) Weapon Element: Staffs 
Martial Arts Cost: 31

Cost  Skill
12  +4 with Jeet Kune Do 
2  KS: Jeet Kune Do (Jun Fan Kung Fu) 11- 
3  Breakfall 14- 
3  Acrobatics 14- 
3  Concealment 13- 
3  Climbing 14- 
3  Contortionist 14- 
6  Gambling (Board Games, Card Games, Dice Games) 13- 
3  Lockpicking 14- 
3  Mechanics 13- 
3  Security Systems 13- 
3  Shadowing 13- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 12- 
2  Survival (Urban) 13- 
3  Teamwork 14- 
4  Forgery (Documents, Money (Counterfeiting)) 13- 
Skills Cost: 65

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Interpol 8- (As Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Self absorbed, vain (Very Common, Strong) 
10  Psychological Limitation: Not Fearless (Common, Moderate) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 120

Base Points: 200

Experience Required: 67

Total Experience Available: 67

Experience Unspent: 0

Total Character Cost: 387


Height: 1.65 mHair: Brown (Dyed Purple)
Weight: 49.00 kgEyes: Blue (wears Purple Contacts)
Appearance: A slim, attractive woman who accentuates what she has with tailored clothing and outlandish, but tasteful makeup. She wears purple all the time. Her costume is white with purple boots, gloves, and trim. She wears no mask; maintaining her secret ID by staying shrunk.
Personality: Unable to see past her own being; Joan feels that the world owes her comfort and happiness. She takes what she wants and never consideres what others think unless they try to stop her, then they are oppresors of life and liberty. Vain about her abilities and appearance, even in the face of superior specimens and greedy to the extreme, she is also something of a coward. Her time with the Dynasty has made her "enjoy" combat, particularly when they have numerical superiority; but if she experiences too much resistance, she might panic and run.
Quote:"Guess you didn't notice me."
Background: Joan Paul is a mutant with the ability to shrink down to very very small sizes. Since the age of fifteen she has made a living as a specialized cat-burgler. Her weapons and martial arts skills are more for show and desparation than for any desire to fight superheroes. She works for the Dynasty as the Rat as the previous Rat, a mentalist of moderate power, died in combat with The Pacific Lords, a large hero team based around the pacific rim. She enjoys the pay and the chance to spy and grab loot, and she really appreciates all the superhuman back up she has if things go wrong.
Powers/Tactics: Make yourself small and attack from surprise. Repeat.
Campaign Use: The Rat's combat powers aren't out of line in any superhero campaign. If she's not tough enough, get her some more defenses and maybe some damage classes with martial arts and a few more weapons


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

Player: NPC; membe of Dynasty

Val  Char   Cost
25  STR15
23  DEX39
25  CON30
25  BODY30
10  INT0
20  EGO20
25  PRE15
8  COM-1
 
25  PD20
25  ED20
5  SPD17
10  REC0
50  END0
50  STUN-1
 
13"  RUN0
2"  SWIM0
5"  LEAP0
Characteristics Cost: 204

Cost  PowerEND
7  Animal Mind: Mental Defense (11 points total) 0
30  Closed Mind: Mental Damage Reduction, 50% 0
20  Combat Scent: Targeting with Smell/Taste Group 0
5  Enviromental Resilience: Life Support (Eating Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat) 0
12  Heightened Senses: +4 PER with All Sense Groups 0
10  Hyper Olfactory: Range with Smell/Taste Group 0
18  Precise Focus: +12 versus Range Modifier for Smell/Taste Group 0
11  Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
2  Stubborn: Knockback Resistance -1" 0
19  Swift: Running +7" (13" total), x4 Noncombat 2
10  Toughened Flesh: Damage Resistance (10 PD/10 ED) 0
30  Toughness: Energy Damage Reduction, Resistant, 50% 0
30  Toughness: Physical Damage Reduction, Resistant, 50% 0
3  Trace Analysis: Microscopic (x10) with Normal Smell 0
5  Tracking Scent: Tracking with Normal Smell 0
15  Tusks: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
Powers Cost: 227

Cost  Martial Arts Maneuver
  Dirty Infighting/Fisticuffs/Cinematic Brawling 
24  1) +6 HTH Damage Class(es) 
4  2) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR to Disarm roll 
4  4) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 10d6 
5  5) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 50 STR to Throw 
4  6) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 +1 
4  7) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 5d6 NND 
4  8) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike 
5  9) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 15d6 Strike 
3  10) Tackle: 1/2 Phase, +0 OCV, +0 DCV, 6d6 +v/5; You Fall, Target Falls 
3  11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls 
1  12) Weapon Element: Clubs 
Martial Arts Cost: 65

Cost  Skill
40  +5 with All Combat 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 11- 
1  Language: Mandarin (basic conversation) 
0  Language: Mongol (idiomatic) (4 Active Points) 
3  Navigation (Air, Land) 11- 
3  Stealth 14- 
4  Survival (Arctic/Subarctic, Mountain) 11- 
3  Tracking 11- 
Skills Cost: 63

Cost  Perk
2  Reputation: Feared "Monster" (A medium-sized group) 11-, +2/+2d6 
3  Fringe Benefit: Membership: The Dynasty 
Perks Cost: 5

Cost  Talent
3  Bump Of Direction 
3  Lightning Reflexes: +2 DEX to act first with All Actions 
3  Lightsleep 
Talents Cost: 9

Val  Disadvantages
15  Distinctive Features: Sallow-skinned Porcine humanoid (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Enraged: When takes body (Uncommon), go 14-, recover 11- 
20  Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Violent, Angry (Very Common, Moderate) 
20  Psychological Limitation: Casual Killer (Common, Total) 
20  Psychological Limitation: Loyal to Dragon of the Silver Moon (Common, Total) 
10  Reputation: Vicious, animalistic, thug, 11- 
10  Vulnerability: 2 x Effect Flash Attacks (Targeting Smell) (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 223

Total Experience Available: 224

Experience Unspent: 1

Total Character Cost: 573


Height: 1.70 mHair: Brown
Weight: 100.00 kgEyes: Brown
Appearance: A short, but broadly built man with a pig-like snout, lots of coarse hair, two great tusks coming from his oversized jaw, and sallow, blotchy skin. He tends to wears pelts and hides of creatures he's killed rather than a standard uniform. He is surprisingly clean as strong odors bother him.
Personality: Very similar to his namesake. A stubborn, bad tempered, and violent man with superhuman resilance and great brawling skill. Though his strength is still considered in the human realm, he can go toe to toe with beings much stronger and come out of the fight victorious.
Quote:"I'll kill you!"
Background: It is unknown if Thurak, the Wildboar is a mutant, a magically arltered human, or a being from another reality. What is known is that he is a violent, beastial warrior completely loyal to the Dragon of the Silver Moon. He kills with impunity and often comes to blows with Stone Ox, Master Tiger, or even Brimstone Horn - all three find him to be repugnant. He does seem to have a soft spot for Jade Rabbit, she can generally control him if her orders do not contradict his master's. Seemingly of normal intelligence, he still comes across as more beast than man. Wildboar is one of the original members of the Dynasty.
Powers/Tactics: Find target, rush target, beat target. Repeat until Master orders a new target.
Campaign Use: A low level brick/martial artist hybrid. High on defense and offense, low on meaningful non combat skills.