All-Seeing Eye (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 Eight Immortals

Val  Char   Cost
15  STR5
23  DEX39
20  CON20
13  BODY6
15  INT5
50  EGO80
20  PRE10
10  COM0
 
13/19  PD10
10/16  ED6
6  SPD27
8  REC2
40  END0
38  STUN7
 
9"  RUN0
4"  SWIM0
9"  LEAP0
Characteristics Cost: 217

Cost  PowerEND
10  Anti-Psionic Training: Mental Defense (20 points total) 0
12  Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20  Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
18  Increased Healing: Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
24  Mindspeech: Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Activation Roll 15- (-1/4) 0
8  More Anti-Psionic Training: Power Defense (12 points) (12 Active Points); Only To Protect Against The Loss Of INT, EGO, PRE, Mental Defense, And Power Defense (-1/2) 0
18  Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1) 
1u  1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4) 0
1u  2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u  3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 0
1u  4) Sageo As Strangling Garrotte: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum (-1/4), Must Follow A Successful Grab Maneuver (-1/4) 0
1u  5) Saya And Sageo As Climbing Platform: +1 with Climbing Skill (5 Active Points); OAF (-1) 
1u  6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
55  One of the Eight Immortals: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Inherent (+1/4) (55 Active Points) 0
10  Psionic Awareness: Mental Awareness, Discriminatory, Analyze 0
25  Psionic Mastery: Elemental Control, 50-point powers 
17  1) Aportation: Teleportation 20", x8 Noncombat (50 Active Points); Increased Endurance Cost (x2 END; -1/2) 10
12  2) 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
25  3) Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
25  4) Psionic Palsy: Drain DEX 2d6, Ranged (+1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (50 Active Points) 5
6  Strong Leaper: Leaping +6" (9" forward, 4 1/2" upward) 1
6  Strong Runner: Running +3" (9" total) 1
2  Strong Swimmer: Swimming +2" (4" total) 1
Powers Cost: 299

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 
4  3) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
4  4) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
5  5) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
5  6) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls 
3  7) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls 
1  8) Weapon Element: Blades 
1  9) Weapon Element: Chain & Rope Weapons 
1  10) Weapon Element: Fist-Loads 
1  11) Weapon Element: Karate Weapons 
1  12) Weapon Element: Polearms 
1  13) Weapon Element: Staffs 
1  14) Weapon Element: War Fan 
Martial Arts Cost: 36

Cost  Skill
4  +2 with Ninja-to 
24  +3 with All Combat 
12  +4 with Ninjutsu 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 12- 
3  Concealment 12- 
3  Criminology 12- 
3  Deduction 12- 
3  Fast Draw 14- 
3  Forensic Medicine 12- 
6  Forgery (Documents, Money (Counterfeiting), choice of one category) 12- 
3  Linguist 
2  1) Language: English (completely fluent) (3 Active Points) 
0  2) Language: Japanese (idiomatic) (4 Active Points) 
2  3) Language: Korean (completely fluent) (3 Active Points) 
2  4) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points) 
5  PS: Ninja 14- 
3  Scholar 
1  1) KS: Clan Lore (2 Active Points) 11- 
1  2) KS: Go (2 Active Points) 11- 
1  3) KS: Legends And Lore (2 Active Points) 11- 
5  4) KS: Ninjutsu (6 Active Points) 15- 
1  5) KS: Psionic Ettiquette (2 Active Points) 11- 
1  6) KS: Rival Clans (2 Active Points) 11- 
1  7) KS: The Psionic World (2 Active Points) 11- 
2  8) KS: The Superhuman World (making it an INT roll) (3 Active Points) 12- 
3  Shadowing 12- 
5  Shinobi-iri: Stealth 15- 
3  Sleight Of Hand 14- 
2  TF: Ninja Water-Walking Devices, Small Rowed Boats 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
Skills Cost: 125

Cost  Perk
35  Followers: Mist Viper Ninja 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
Perks Cost: 57

Cost  Talent
17  Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 12- 
3  Lightsleep 
Talents Cost: 20

Val  Disadvantages
5  Distinctive Features: Mentalist (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
20  Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Watching 
15  Psychological Limitation: Calm and never gets agitated (Very Common, Moderate) 
20  Psychological Limitation: Casual Killer Very Common, Strong 
10  Psychological Limitation: Envious of true mental powers (Uncommon, Strong) 
20  Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total) 
15  Reputation: Feared and deadly assassin, 11- (Extreme) 
5  Rivalry: with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 404

Total Experience Available: 405

Experience Unspent: 1

Total Character Cost: 754


Height: 1.69 mHair: Red
Weight: 69.00 kgEyes: red
Appearance: Ido wears a red "nightsuit" with black trim. He wears no mask; his eyes are red as is his long, bushy hair. He wears black suits and pulls his hair into a pony tail of he's trying to be casual




*Ido's appearance is based on the character from the same name in Xenogears. For those who don't already know.
Personality: Although his psionic abilities are powerful; he truely feels handicapped by lacking his telepathic talents. All-Seeing eye is rather melancholy and sullen most of the time. His personal agents are all experts at defending themselves from mental assault. In a few years (maybe a decade, maybe sooner, Ido occasionally will hear "voices" that he'll know are telepathic in nature. This is the first clue that the Eight Immortals' "sacrifices" might not be when they had been told they were.
Quote:"I no longer hear the chorus of angels. I will ensure that you soon will be able too."
Background: Small in stature, but possessing a moderate amount of telepathic power; Ido volunteered to become one of the Eight Immortals with the hopes that his powers would improve. He "sacrificed" his family name and adopted that of one of the elders. Ironically, the name wasn' sufficient. After the rituals were completed, Ido suddenly felt as if he had lost an eye. A brief moment of excrutiating pain and seering light and beautiful, almost crystaline musical notes, showed Ido his folly. His name was not of any consequence. No, the sacrifice he made was his telepathic abilitiy. Devistated, he tried to kill himself, but was stopped by Celestial Lion. Since his transformation, he has worked as an anti-psionic specialist; his will is astronomical, he is capable of withstanding the psionic assaults of nearly any of the top mentalists in the world.
Powers/Tactics: A skilled Ninja with several anti-psionic abilities, and psionic trakcing talents. He is capable of cnfronting such mental masters as PSI, Menton, Mentalla, and know their going to have to contend with his sword; his psychic backlash is not strong enough to harm any of them, but it serves notice that they will be in for a fight. He tends to target mentalists in order to work out his aggressions over his own lost ability.
Campaign Use: A powerful "anti-psychic". If you want to make Ido less frightening drop his EGO to 30. His attacks and other CV's should be fine as is. If you'd like to make him more formidable, increase his DC's on his martial arts, and add some more ninja sneaky sneaky.


Blood Tiger (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 Eight Immortals

Val  Char   Cost
25  STR15
27  DEX51
60  CON100
20  BODY20
15  INT5
16  EGO12
25  PRE15
18  COM4
 
12/18  PD7
12/18  ED0
6  SPD23
30  REC26
120  END0
100  STUN37
 
9"  RUN0
4"  SWIM0
11"  LEAP0
Characteristics Cost: 315

Cost  PowerEND
10  Clawed Glove: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIF (-1/2) 1
5  Clawed Glove: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (Secondary Weapon) (8 Active Points); OIF (-1/2) 1
12  Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20  Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
8  Horse Stance: Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2) 1
8  Incredibly Durable: Damage Resistance (8 PD/8 ED) 0
15  Indomidable Form: Power Defense (15 points) 0
30  Nigh Unstoppable: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0
55  One of the Eight Immortals: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Inherent (+1/4) (55 Active Points) 0
6  Strong Leaper: Leaping +6" (11" forward, 5 1/2" upward) 1
6  Strong Runner: Running +3" (9" total) 1
2  Strong Swimmer: Swimming +2" (4" total) 1
3  Strongwilled: Mental Defense (6 points total) 0
12  Tireless: Reduced Endurance (0 END; +1/2) (12 Active Points) applied to STR 
20  Toughened Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
11  Healing: Regeneration 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
Powers Cost: 223

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
8  1) +2 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 
4  4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
5  5) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 , Target Falls 
4  6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
5  7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
3  8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 7d6 Strike; Target Falls 
1  9) Weapon Element: Blades 
1  10) Weapon Element: Chain & Rope Weapons 
1  11) Weapon Element: Fist-Loads 
1  12) Weapon Element: Karate Weapons 
1  13) Weapon Element: Polearms 
1  14) Weapon Element: Staffs 
1  15) Weapon Element: War Fan 
Martial Arts Cost: 44

Cost  Skill
16  +2 with All Combat 
6  +3 with Claw Gauntlets 
9  +3 with Ninjutsu 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 12- 
3  Demolitions 12- 
3  Forgery 12- 
3  High Society 14- 
3  Interrogation 14- 
4  Language: English (idiomatic) 
0  Language: Japanese (idiomatic) (4 Active Points) 
3  Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) 
3  Lockpicking 14- 
5  PS: Ninja 14- 
3  Scholar 
1  1) KS: Black Market (2 Active Points) 11- 
1  2) KS: Mist Viper Clan History (2 Active Points) 11- 
4  3) KS: Ninjutsu (5 Active Points) 14- 
1  4) KS: The Martial World (2 Active Points) 11- 
1  5) KS: The Superhuman World (2 Active Points) 11- 
1  6) KS: Torture (2 Active Points) 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Sleight Of Hand 14- 
5  Stealth 15- 
3  Streetwise 14- 
2  TF: Ninja Water-Walking Devices, Small Rowed Boats 
3  Tracking 12- 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
Skills Cost: 113

Cost  Perk
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
35  Followers: Mist Viper Ninja 
Perks Cost: 57

Cost  Talent
3  Lightsleep 
Talents Cost: 3

Val  Disadvantages
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group 
10  Enraged: If made to look foolish (Uncommon), go 8-, recover 11- 
10  Hunted: Nightwind 8- (As Pow, Harshly Punish) 
20  Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching 
20  Psychological Limitation: Casual Killer Very Common, Strong 
20  Psychological Limitation: Cruel and Sadistic (Very Common, Strong) 
20  Psychological Limitation: Loyal To Mist Viper Clan (Common, Total) 
10  Psychological Limitation: Vain (Common, Moderate) 
5  Rivalry: with other ninja clans Professional (Stone Serpent; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 405

Total Experience Available: 405

Experience Unspent: 0

Total Character Cost: 755


Height: 1.80 mHair: Red
Weight: 99.00 kgEyes: Brown
Appearance: tall and thickly built Japanese man with bright red hair, worn in a wild, spiky style. He wears a black ninja night suit with dark red trim.
Personality: Honorless (save for his blind loyalty to the clan and its elders), Blood Tiger is a killing machine. He is calm and soft spoken but a horrifying human being. He enjoys combat and takes pain inorder to give it. He's slowly adding masochist to his list of insanities.
Quote:"Pain is my lover, hero, and before we're through, you'll know her intimately."
Background: Ogame was always loyal. The fact that he had little use for honor and simply enjoyed causing pain was lamentable, but possible to overlook. When the call went out for 8 champions, Ogame knew he had to be one of them. To ensure this; he slew three of his closest rivals. Although evidence pointed towards him he was not accused. Rather, it was expected he would be purified or not survive the rituals. Oddly enough, Ogame didn't sacrafice anything to become an immortal. He wonders why.
Sadly, Ogame has sacrificed. He gave his soul and his heart for the immortality. He doesn't miss them but it will hinder him in the future.
Powers/Tactics: As the Embodiment of endurance and durability, he can take a beating. He also recovers very very quickly and his body is immune to most toxic substances. He is virtually tireless. All this comes into play with his fighting style. Although a skilled and cagey fighter, he prefers to simply stand toe to toe with his opponent and crush their spirits with his durablity. He seemingly can not be put down.
Campaign Use: The scary one. Blood Tiger is uncontrolled cruelty and aggression. To tone him down a tad, drop his REC to 20 and his STUN to 75. He's middle of the road damage wise, Particularly for his point total so that doesn't need to be lowered. If you'd like to make him a tougher opponent; make his damage potential higher (give him bigger claws, more DC's etc.) and you could always increase his DR to 50% to make him even tougher to put down.


Celestial Lion (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 Eight Immortals

Val  Char   Cost
20  STR10
24  DEX42
22  CON24
15  BODY10
18  INT8
18  EGO16
60  PRE50
20  COM5
 
15/21  PD11
12/18  ED8
6  SPD26
10  REC4
44  END0
45  STUN9
 
9"  RUN0
5"  SWIM0
12"  LEAP0
Characteristics Cost: 223

Cost  PowerEND
26  Aura of Invincibility: Change Environment 2" radius, -1 OCV, Long-Lasting 20 Minutes, Personal Immunity (+1/4), Mobile (+1/2) (26 Active Points) 3
12  Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20  Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
9  Extremely Perceptive: +3 PER with all Sense Groups 0
14  Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (40 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) 0
16  Guarded Mind: Mental Defense (40 points total) 0
22  Heirloom Ninja-to And Saya: Multipower, 44-point reserve, (44 Active Points); all slots OAF (-1) 
1u  1) Blade: HKA 1 1/2d6, Affects Desolidified One Special Effect of Desolidification (Supernatural effects; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4) 0
1u  2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u  3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 0
1u  4) Sageo As Strangling Garrotte: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum (-1/4), Must Follow A Successful Grab Maneuver (-1/4) 0
1u  5) Saya And Sageo As Climbing Platform: +1 with Climbing Skill (5 Active Points); OAF (-1) 
1u  6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
11  Inspire: Aid PRE 1d6, Area Of Effect (1" Radius; +1), Selective (+1/4) (22 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (voice range; -1/4) 0
10  Leader's Luck: Luck 2d6 0
47  One of the Eight Immortals: Life Support (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), Inherent (+1/4) (47 Active Points) 0
18  Regeneration: Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
14  Shortsword: (Total: 30 Active Cost, 14 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1), No Knockback (-1/4) (Real Cost: 7) plus +3 with OCV (15 Active Points); OAF (-1) (Real Cost: 7) 1
8  Strong Leaper: Leaping +8" (12" forward, 6" upward) 1
6  Strong Runner: Running +3" (9" total) 1
3  Strong Swimmer: Swimming +3" (5" total) 1
2  Trackless Stride: Gliding 3" (3 Active Points); Ground Gliding (-1/4) 0
2  Trackless Stride: Gliding 3" (3 Active Points); Ground Gliding (-1/4) 0
4  Ultra-Impressive: Does Knockback (+1/4) for up to 40 Active Points of PRE (10 Active Points); Only With Appropriate Presence Attacks (-1), Extra Time (Full Phase, -1/2) 1
Powers Cost: 250

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
12  1) +3 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike 
4  4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 
5  5) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1 , Target Falls 
4  6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND 
5  7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
3  8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 7d6 Strike; Target Falls 
1  9) Weapon Element: Blades 
1  10) Weapon Element: Chain & Rope Weapons 
1  11) Weapon Element: Fist-Loads 
1  12) Weapon Element: Karate Weapons 
1  13) Weapon Element: Polearms 
1  14) Weapon Element: Staffs 
1  15) Weapon Element: War Fan 
Martial Arts Cost: 48

Cost  Skill
6  +3 OCV with Ninja-to 
24  +3 with All Combat 
9  +3 with Ninjutsu 
3  Acrobatics 14- 
3  Acting 21- 
3  Breakfall 14- 
3  Bribery 21- 
3  Bureaucratics 21- 
3  Climbing 14- 
3  Concealment 13- 
3  Conversation 21- 
3  Demolitions 13- 
3  Fast Draw 14- 
3  High Society 21- 
3  Interrogation 21- 
3  Linguist 
3  1) Language: Cantonese (idiomatic) (4 Active Points) 
3  2) Language: English (idiomatic) (4 Active Points) 
3  3) Language: Indonesian (idiomatic) (4 Active Points) 
0  4) Language: Japanese (idiomatic) (4 Active Points) 
3  5) Language: Korean (idiomatic) (4 Active Points) 
2  6) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points) 
3  Lipreading 13- 
3  Lockpicking 14- 
3  Oratory 21- 
5  PS: Ninja 15- 
3  Paramedics 13- 
3  Persuasion 21- 
3  Scholar 
1  1) KS: Bushido (2 Active Points) 11- 
2  2) KS: Clan History & Lore (3 Active Points) 13- 
4  3) KS: Ninjutsu (5 Active Points) 14- 
1  4) KS: The Martial World (2 Active Points) 11- 
1  5) KS: The Superhuman World (2 Active Points) 11- 
1  6) KS: Yakuza (2 Active Points) 11- 
3  Seduction 21- 
3  Shadowing 13- 
3  Sleight Of Hand 14- 
7  Stealth 16- 
3  Streetwise 21- 
2  TF: Ninja Water-Walking Devices, Small Rowed Boats 
3  Tactics 13- 
3  Teamwork 14- 
10  Two-Weapon Fighting (HTH)  
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
Skills Cost: 171

Cost  Perk
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
35  Followers: Mist Viper Ninja 
Perks Cost: 57

Cost  Talent
3  Lightsleep 
Talents Cost: 3

Val  Disadvantages
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group 
10  Hunted: Mantis 8- (As Pow, Harshly Punish) 
20  Hunted: Nippon Ichiban 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching 
20  Psychological Limitation: Casual Killer (Very Common, Strong) 
20  Psychological Limitation: Loyal To Mist Viper Clan (Common, Total) 
20  Psychological Limitation: Shattered Idealist. Believes in nothing. (Very Common, Strong) 
15  Reputation: lethal Japanese assassin, Frequently (11-), Extreme 
5  Rivalry: with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 402

Total Experience Available: 405

Experience Unspent: 3

Total Character Cost: 752


Height: 1.89 mHair: Golden Blonde
Weight: 99.00 kgEyes: Blue
Appearance: Hitoshi is an unusual looking man. Tall and broad shoudered, he is a blue eyes, golden haired Japanese man. His "nightsuit" is red with gold trim a black belt, gloves, and slippers. HIs sword is gray with an ivory handle depicting a protective spirit. He tends to dress in modern casual styles when not on a mission.
Personality: None. As of this writing, Celestial Lion merely does what he is told. Though he is a tremendous leader and those under his command would die for him he cares not. He's lost everyhting that meant anything to him now. He simply lives to serve the Elders.
All is not as hopless as he and the other seven Immortals believe. He will regain a sense of self soon, and his ideals will eventually follow. For now he is simply a puppet in his mind.
Quote:"I will destroy you; that is my mission."
Background: Hitoshi was always loyal. He saw the Mist Viper not as "mere" assassins, but as honorable warriors; a link to a greater age. He knew his profession had its detractors, but he worked tirelessly to improve the self image of his clan. His dreams were to take the Mist Viper to the upper echelons of Imperial service; an honorable position of spies and agents to the Emperor. He felt that becoming one of the Eight Immortals would be a step in that direction. He could assume a position of leadership in the clan and gently nudge them in his desired direction.
When the rituals began, he had feared that he'd nothing of value to sacrifice. He would find out later how wrong he was.
As the rituals dragged on he heard things. Whispers in the back of his mind. Truths that he'd ignored or avoided. The Mist Viper were assassins, they cared not for Japan and her people, but prestige and coin. The elders weren't noble; they sought to use the new Immortals until they no longer were valuable and then slay them and take their immortality for themselves.
When he stepped away from the rituals as the Embodiment of Charisma; the ultimate leader, he no longer cared. He'd sacrificed his ideals and now was a hollow vessal, knowing that he commits evil and that his masters are irredeemable. the Celestial Lion is little more than a loyal dog.
Powers/Tactics: A superbly trained warrior with physical skills bordering on Legendary; Celestial Lion also has an enormous personal aura. He walks into a room and heads turn; he utters a command and his men scurry to carry it out. His opponents fear him though he knows not the meaning of fear. He could stand toe to toe against the Destroyer and not flinch.
Campaign Use: The "Leader" of the Eight Immortals, Celestial Lion never the less tends to lead his initiates on missions rather than working with the others (This is what the Elders prefer).
CL isn't too outlandish but if you want to tone him down still, drop his PRE to 40, his SPD 5 and his DC's to 2. His natural defenses should top out at 12 and 10 as well. If you want to make him more powerful, use him with agents or others, he's a great "Team" player. To make him tougher on his own, increase his Dex to 26, his DC's to 4 and his total DEF to 25;
give him a few more "Ninja Tricks" as well.


Divine Eagle (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 Eight Immortals

Val  Char   Cost
15  STR5
23  DEX39
20  CON20
13  BODY6
55  INT45
16  EGO12
20  PRE10
12  COM1
 
13/19  PD10
13/19  ED9
6  SPD27
10  REC6
40  END0
40  STUN9
 
9"  RUN0
4"  SWIM0
9"  LEAP0
Characteristics Cost: 199

Cost  PowerEND
12  Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20  Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
45  Discern Weakness: Find Weakness 14- with All Attacks 0
5  Iron Mind: Mental Defense (8 points total) 0
50  Ninja Weapons And Gadgets: VPP (Gadget Pool), 40 base + 10 control cost, (60 Active Points); VPP Can Only Be Changed At Base (-1/2), Limited Class Of Powers Available ninja gear (-1/2) 
18  Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1) 
1u  1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4) 0
1u  2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u  3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 0
1u  4) Sageo As Strangling Garrotte: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum (-1/4), Must Follow A Successful Grab Maneuver (-1/4) 0
1u  5) Saya And Sageo As Climbing Platform: +1 with Climbing Skill (5 Active Points); OAF (-1) 
1u  6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
56  One of the Eight Immortals: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week), Inherent (+1/4) (56 Active Points) 0
11  Recovery: Healing: Regeneration 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
6  Strong Leaper: Leaping +6" (9" forward, 4 1/2" upward) 1
6  Strong Runner: Running +3" (9" total) 1
2  Strong Swimmer: Swimming +2" (4" total) 1
Powers Cost: 237

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
8  1) +2 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike 
4  4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
4  5) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
5  6) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike 
5  7) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 , Target Falls 
3  8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls 
1  9) Weapon Element: Blades 
1  10) Weapon Element: Chain & Rope Weapons 
1  11) Weapon Element: Fist-Loads 
1  12) Weapon Element: Karate Weapons 
1  13) Weapon Element: Polearms 
1  14) Weapon Element: Staffs 
1  15) Weapon Element: War Fan 
Martial Arts Cost: 44

Cost  Skill
16  +2 with All Combat 
4  +2 with Ninja-to 
6  +2 with Ninjutsu 
3  Acrobatics 14- 
3  Analyze: Combat 20- 
3  Analyze: Style 20- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 20- 
3  Cryptography 20- 
3  Deduction 20- 
3  Disguise 20- 
3  Electronics 20- 
3  Fast Draw 14- 
3  Forgery 20- 
3  High Society 13- 
3  Linguist 
2  1) Language: English (completely fluent) (3 Active Points) 
0  2) Language: Japanese (idiomatic) (4 Active Points) 
2  3) Language: Mandarin (completely fluent) (3 Active Points) 
2  4) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points) 
3  Lockpicking 14- 
3  Martial Arts Skills 20- 
3  Mechanics 20- 
5  PS: Ninja 14- 
3  Paramedics 20- 
3  Scholar 
2  1) KS: Arcane And Occult Lore (3 Active Points) 20- 
2  2) KS: Business/Finance (3 Active Points) 20- 
2  3) KS: Diplomacy (3 Active Points) 20- 
2  4) KS: Japanese History (3 Active Points) 20- 
2  5) KS: Mist Viper Clan History (3 Active Points) 20- 
2  6) KS: Ninjutsu (3 Active Points) 20- 
2  7) KS: Taoism (3 Active Points) 20- 
2  8) KS: The Martial World (3 Active Points) 20- 
2  9) KS: The Superhuman World (3 Active Points) 20- 
2  10) KS: Yakuza Families (3 Active Points) 20- 
3  Scientist 
2  1) SS: Anatomy 20- (3 Active Points) 
2  2) SS: Cartography 20- (3 Active Points) 
2  3) SS: Chemistry 20- (3 Active Points) 
2  4) SS: Medicine 20- (3 Active Points) 
2  5) SS: Meterology [Ten-Mon] 20- (3 Active Points) 
2  6) SS: Pharmacology/Toxicology 12- (3 Active Points) 
3  Security Systems 20- 
3  Shadowing 20- 
3  Sleight Of Hand 14- 
5  Stealth 15- 
3  Streetwise 13- 
2  TF: Ninja Water-Walking Devices, Small Rowed Boats 
3  Tactics 20- 
3  Teamwork 14- 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
Skills Cost: 163

Cost  Perk
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
35  Followers: Mist Viper Ninja 
Perks Cost: 57

Cost  Talent
3  Absolute Time Sense 
3  Bump Of Direction 
22  Danger Sense (self only, out of combat, Function as a Sense) 20- 
5  Eidetic Memory 
3  Lightning Calculator 
9  Lightning Reflexes: +6 DEX to act first with All Actions 
3  Lightsleep 
4  Speed Reading (x10) 
2  Trackless Stride 
Talents Cost: 54

Val  Disadvantages
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group 
20  Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish) 
5  Hunted: Shugoshin 8- (Less Pow, Harshly Punish) 
15  Hunted: Yusoo 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 
10  Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching 
10  Psychological Limitation: Befuddled by women (Common, Moderate) 
15  Psychological Limitation: Craves new knowledge (Common, Strong) 
10  Psychological Limitation: Idealist/Romantic (Common, Moderate) 
20  Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total) 
15  Reputation: Feared and deadly assassin, 11- (Extreme) 
5  Rivalry: with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 404

Total Experience Available: 405

Experience Unspent: 1

Total Character Cost: 754


Height: 1.77 mHair: White
Weight: 79.00 kgEyes: Brown
Appearance: A tall, and well built man. His hair has gone prematurely white and he wears it in a long ponytail. His nightsuit is dark blue, trimed with white and styleized wing designs. His sword is polished steel with a white grip and gold hilt.
Personality: A ninja bookworm. Divine Eagle is a man of learning. He loves to converse with other learned individuals often going out of his way to do so. He is flabberghasted by beautiful women but desired romance and love, he is hoping to someday figure women out. Like many of the Eight, he is honorable and a man of his word; but his first loyalty is to the Clan.
Quote:"I see."
Background: Kyo was chosen for his brilliance in the field. An intelligent man before the rituals; he became Intelligence Incarnate upon their completion. His intellect is off the scale. He studies now for hours a day. Kyo had to sacrifice his most valuable possession to gain this power, the memories of his mother and father. He'd considered himself fortunate at the time; he figured that, logically, if he forgot them he couldn't miss them. However he was wrong; there is an emptiness in his soul and he knows exactly what it is. He knows that the memories are gone and it torments him. To escape the pain, he tries to constantly learn new things. A bit bookish and less physical than the others, he gets along best with All-Knowing Eye, and Undying Dragon, both have a soft spoken nature and he feels comfortable around them Glorious Songbird intimidates him with her beauty, Stone Serpent gets along well with him but he is scared of the gigantic man, of course he hates Blood Tiger, and respects (but fears) Celestial Lion. His ninja followers, the initates of the Eagle, are perceptive, intelligent, and adaptable. He has nothing but hatred in his heart for the Elders, whom he has deduced seek their own Immortality at the expense of the Eight. He isn't sure yet how they intend to do this but he intends to stop them, even though he cannot refuse them.
Powers/Tactics: The Embodiment of Intellect in combat, Divine Eagle is tremendously perceptive, can deduce weaknesses in foes by the merest observation, and is a tactical genius. He prefers to fight from a distance, using throwing blades or leaping to strike and leaping away to safety soon after.
Campaign Use: The tactician, but no one listens to him save his men. If you want to make him a bit less dangerous, drop his Find Weakness. If you want to improve his threat, give him a dex 26 and 2 more DC's with Martial Arts.


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

Player: NPC Villianess; Member of the Eight Immortals

Val  Char   Cost
15  STR5
26  DEX48
20  CON20
12  BODY4
13  INT3
14  EGO8
20  PRE10
50  COM20
 
9/18  PD6
9/18  ED5
6  SPD24
10  REC6
40  END0
40  STUN10
 
9"  RUN0
3"  SWIM0
6"  LEAP0
Characteristics Cost: 169

Cost  PowerEND
12  Concealed Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20  Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
18  Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1) 
1u  1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum 15 (-3/4), Real Weapon (-1/4) 0
1u  2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u  3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum 15 (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 0
1u  4) Sageo As Strangling Garrotte: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 4 (-1/4), Must Follow A Successful Grab Maneuver (-1/4) 0
1u  5) Saya And Sageo As Climbing Platform: +1 with Climbing Skill (5 Active Points); OAF (-1) 
1u  6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
44  One of the Eight Immortals: Life Support (Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), Inherent (+1/4) (44 Active Points) 0
28  One Hundred Fists Technique: HA +4d6, Penetrating (+1/2), Autofire (10 shots; +1) (50 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, -1/4) 5
18  Rain of Shuriken: RKA 1d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (45 Active Points); OAF (Shuriken or throwing irons; -1), Extra Time (Full Phase, -1/2) 0
18  Quick Healing: Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
7  Peerless Climber: Clinging (normal STR) (10 Active Points); Requires A DEX Roll (-1/2) 0
6  Awareness: +2 PER with all Sense Groups 0
3  Strong Leaper: Leaping +3" (6" forward, 3" upward) 1
6  Strong Runner: Running +3" (9" total) 1
7  Strong Willed: Mental Defense (10 points total) 0
1  Strong Swimmer: Swimming +1" (3" total) 1
25  Unearthly Beauty Effects: Elemental Control, 50-point powers 
17  1) Stupifying Hitomi: Sight Group Flash 4d6, Personal Immunity (+1/4), Area Of Effect (6" Radius; +1 1/4) (50 Active Points); No Range (-1/2) [Notes: Strikes a pose and people simply stare.] 5
19  2) Caught in her Eyes: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); Eye Contact Required (Constant Power requires eye contact throughout use; -1), Cannot Form Barriers (-1/4) 7
50  3) She's got the looks that kill!: Killing Attack - Ranged 3d6, Attack Versus Limited Defense (EGO score; +1 1/2) (112 Active Points); Requires Eye Contact (-1/2), No Knockback (-1/4) [Notes: Basically she wills a heartattack on her victim. They must be able to see her.] 11
Powers Cost: 305

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
8  1) +2 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike 
4  4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
5  5) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 , Target Falls 
4  6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
5  7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike 
3  8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls 
1  9) Weapon Element: Blades 
1  10) Weapon Element: Chain & Rope Weapons 
1  11) Weapon Element: Fist-Loads 
1  12) Weapon Element: Karate Weapons 
1  13) Weapon Element: Polearms 
1  14) Weapon Element: Staffs 
1  15) Weapon Element: War Fan 
Martial Arts Cost: 44

Cost  Skill
2  +1 OCV with Ninja-to 
3  +1 with Taijutsu 
32  +4 with All Combat 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 12- 
3  Conversation 13- 
3  Defense Maneuver I  
3  Disguise 12- 
3  High Society 13- 
3  Jack of All Trades 
2  1) PS: Dancer (3 Active Points) 14- 
2  2) PS: Escort (3 Active Points) 13- 
2  3) PS: Kunoichi (3 Active Points) 12- 
1  4) PS: Masseuse (2 Active Points) 11- 
3  5) PS: Singer (4 Active Points) 14- 
3  Linguist 
3  1) Language: Arabic (idiomatic) (4 Active Points) 
3  2) Language: English (idiomatic) (4 Active Points) 
3  3) Language: German (idiomatic) (4 Active Points) 
0  4) Language: Japanese (idiomatic) (4 Active Points) 
2  5) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points) 
3  6) Language: Russian (idiomatic) (4 Active Points) 
3  7) Language: Spanish (idiomatic) (4 Active Points) 
3  Lipreading 12- 
3  Lockpicking 14- 
3  Mimicry 12- 
3  Paramedics 12- 
3  Persuasion 13- 
3  SS: Pharmacology/Toxicology 12- 
3  Scholar 
1  1) KS: High Society (2 Active Points) 11- 
1  2) KS: Mist Viper Clan History & Lore (2 Active Points) 11- 
2  3) KS: Ninjutsu (3 Active Points) 12- 
1  4) KS: Pop culture (2 Active Points) 11- 
1  5) KS: Popular Fashions (2 Active Points) 11- 
1  6) KS: The Martial World (2 Active Points) 11- 
3  Security Systems 12- 
5  Seduction 14- 
3  Shadowing 12- 
3  Sleight Of Hand 14- 
5  Stealth 15- 
3  Streetwise 13- 
3  Teamwork 14- 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
Skills Cost: 156

Cost  Perk
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
35  Followers: Mist Viper Ninja 
Perks Cost: 57

Cost  Talent
6  Combat Luck (3 PD/3 ED) 
3  Lightsleep 
15  Skill Master (+3 with all Skills based on PRE) 
Talents Cost: 24

Val  Disadvantages
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group 
15  Distinctive Features: Unearthly Beautty (Inspires lust, Admiration, and/or Jealousy) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: Nippon Ichiban 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Hunted: Oan Koroshi (Jilted Suitor) 8- (As Pow, NCI, Harshly Punish) 
10  Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching 
20  Psychological Limitation: Casual Killer Very Common, Strong 
20  Psychological Limitation: Loyal To Ninja Clan/Employer (Common, Total) 
10  Psychological Limitation: Yearns to be more than a "Pretty Face" (Common, Moderate) 
15  Reputation: lethal Japanese assassin, Frequently (11-), Extreme 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 405

Total Experience Available: 405

Experience Unspent: 0

Total Character Cost: 755


Height: 1.59 mHair: Black
Weight: 43.00 kgEyes: Brown
Appearance: a little over 5 feet tall, a little under 100lbs. Black hair, brown eyes. Everything else is slightly variable. Her beauty is so transcendant that everyone sees her slightly different. She can be leaner, or more curvaceous, lighter skinned or darker, lighter or darker hair, etc.. She is the viewer's ideal as to what the perfect Japanese woman should look like. Her nightsuit is pale gray with black designs, often depicting wings, or flowers. She wears a black domino mask, covered in ornate, golden designs. Her sword is gleaming silver with a delicately carved handle, green jade in the shape of a bird's head.
Personality: Hitomi is a loyal member of the Clan. She has become a bit more bloodthirsty since her transformation due to the fact that she wants attention for anything other than her looks. She was never vain; and now it drives her mad. Almost every man she meets seeks to possess her, the women tend to hate her; its to the point she prefers to spend most of her time alone. Her agents are women, all are exceptionally beautiful and all are trained to use their looks to their advantage. But she also trains them not to see themselves as merely objects of beauty, but of beings of power and passion. She simply can't seem to do it herself.
Quote:"You were not watching my sword, were you?"
Background: Hitomi was one of the Mist Vipers' most successful kunoichi. Stylish, attractive, and dedicated, she set the standard. She had been the lover of one of the Chunin for almost a year when he suggested that she volunteer for the Eight Immortals. A bit reluctant (since the first group had all perished during the rituals), she finally aquiesed to his request and volunteered. It was during the beginning stages of the rituals that she found out he had another lover. When it came time to sacrifice her dearest belonging; she gave up her love for him. Upon the completion of the rituals, she became Glorious Songbird, the Embodiment of Beauty. The title is very accurate, everything about her is unparallelled beauty, her figure, her face, her clothes, her voice, everything.
Sadly, she didn't sacrifice her love for her superior, it never existed; what she sacrificed was her station. She is no longer Hitomi the skilled kunoichi, she is merely the beautiful one. People don't see Hitomi anymore, they merely bask in her radiance. They don't hear the words to her songs, just her voice. They don't see the skill of her attacks, just the grace. Hitomi never succeeds any more, the Beauty does. To top it off, Hurricane Dancer hates her, and takes every opporotunity to belittle and intimidate her. Although she is still loyal to the Clan, she yearns for a way to escape the perfect shell that she now inhabits.
Powers/Tactics: Glorious Songbird is supernaturally beautiful. She can use her beauty in many ways; all of these are conscious efforts on her part. She wills her effects on her victems. She can cause them to become so enraptured by her that they loose the ability to focus on anything else (Flash), or she can hold a victems gaze with her own, paralyzing them (Entangle), lastly she can inspire such desire that her foes actually can suffer pain and even death from her merest glance (KA), the ability might (at GM's Descretion) have a greater effect on someone who has a weak heart or high blood pressure (+1d6) and alternately less effect on those who are not interested in a beautiful woman (-1d6). Her appearance is supernatural and she can effect anyone that can appreciate beauty, as well as beings that aren't human.
Aside from this she is also a skilled combatant, having trained intensely since the transformation, hoping that her skill in battle would win her praise, but as such this has not yet happened.
Campaign Use: Her abilitis aren't too high but if you want to tone her act down, drop her DEX to 24 and SPD 5, eliminate the DC's for her martial arts and get rid of her "Looks that Kill" Attack. If you want to make her more powerful increase her CON and BODY to 23 each, give her an extra DC or two with her martial arts, and increase her "Looks" attack to 4d6. Alternately, you could give her more "strikes" or special attacks.


Hurricane Dancer (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 Eight Immortals

Val  Char   Cost
15  STR5
60  DEX150
18  CON16
11  BODY2
18  INT8
17  EGO14
18  PRE8
14  COM2
 
8/19  PD5
8/19  ED4
8  SPD10
10  REC6
40  END2
40  STUN12
 
12"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 244

Cost  PowerEND
16  Armored Nightsuit: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
52  Combat Techniques: Multipower, 52-point reserve 
3u  1) Double Hand Strike: HA +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2) 10
2u  2) Flick Attack: RKA 1d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (26 Active Points); OIF (available weapon and/or appropriate object of opportunity; -1/2) 1
3u  3) Invisible Strike: HA +6d6, Invisible to Sight Group (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4
3u  4) One Hundred Fists Technique: HA +4d6, Penetrating (+1/2), Autofire (10 shots; +1) (50 Active Points); Hand-To-Hand Attack (-1/2) 5
2u  5) Rain of Shuriken: RKA 1d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (45 Active Points); OAF (Shuriken or throwing irons; -1), Extra Time (Full Phase, -1/2) 0
18  Acute Senses: +6 PER with all Sense Groups 0
6  Blur Shield: Mental Defense (9 points total) 0
20  Sidestepping: Missile Deflection (Any Ranged Attack) 0
12  Very Fast: Running +6" (12" total) 1
10  Inhuman climbing ability: Clinging (normal STR) 0
18  Leaping to the Horizon: Flight 20" (40 Active Points); Only In Straight Lines (-1/2), Must Land At The End Of Each Phase (-1/2), no Noncombat movement (-1/4) 4
7  Longsword: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 0
7  Ninja Smoke Bomb: Darkness to Sight Group 1" radius, 9 Continuing Charges lasting 1 Extra Phase each (+0), Cleared away by high winds, rain, and the like (+0) (10 Active Points); IAF (-1/2) [9 cc]
62  One of the Eight Immortals: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
5  Shortsword: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 0
18  Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
Powers Cost: 264

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
12  1) +3 HTH Damage Class(es) 
27  2) Ashura's Wrathful Fist: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike, Armor Piercing (+1/2) (27 Active Points) 
4  3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  4) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 
4  5) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
4  6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND 
5  7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
5  8) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 , Target Falls 
3  9) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls 
1  10) Weapon Element: Blades 
1  11) Weapon Element: Chain & Rope Weapons 
1  12) Weapon Element: Fist-Loads 
1  13) Weapon Element: Karate Weapons 
1  14) Weapon Element: Polearms 
1  15) Weapon Element: Staffs 
1  16) Weapon Element: War Fan 
Martial Arts Cost: 75

Cost  Skill
3  Acrobatics 21- 
3  Breakfall 21- 
3  Climbing 21- 
3  Concealment 13- 
3  Contortionist 21- 
3  Demolitions 13- 
3  Disguise 13- 
3  Fast Draw 21- 
3  High Society 13- 
3  Linguist 
2  1) Language: English (completely fluent) (3 Active Points) 
2  2) Language: French (completely fluent) (3 Active Points) 
0  3) Language: Japanese (idiomatic) (4 Active Points) 
2  4) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points) 
3  Lockpicking 21- 
3  PS: Cartography 12- 
3  PS: Dancing 12- 
3  PS: Singing 12- 
3  Scholar 
1  1) KS: Clan Lore (2 Active Points) 11- 
1  2) KS: Herbalism And Healing-Lore (2 Active Points) 11- 
1  3) KS: Ninjutsu (2 Active Points) 11- 
1  4) KS: The Martial World (2 Active Points) 11- 
3  Security Systems 13- 
3  Seduction 13- 
3  Sleight Of Hand 21- 
3  Stealth 21- 
3  Survival 13- 
3  Tracking 13- 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
1  WF: Off Hand 
2  WF: Small Arms 
Skills Cost: 85

Cost  Perk
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
35  Followers: Mist Viper Ninja 
Perks Cost: 57

Cost  Talent
3  Ambidexterity (-2 Off Hand penalty) 
6  Combat Luck (3 PD/3 ED) 
15  Combat Sense 13- 
3  Lightsleep 
4  Speed Reading (x10) 
Talents Cost: 31

Val  Disadvantages
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
5  Hunted: Nightwind 8- (Less Pow, Harshly Punish) 
20  Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish) 
5  Hunted: Shadow Dragon 8- (Less Pow, Harshly Punish) 
10  Hunted: own ninja clan (or organized crime group) 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching 
20  Psychological Limitation: Ambitious; driven to succeed (Very Common, Strong) 
20  Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total) 
10  Psychological Limitation: Mourns the loss of her "Skill" (Common, Moderate) 
15  Reputation: Feared and deadly assassin, 11- (Extreme) 
5  Rivalry: Professional (Glorious Songbird; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Unluck: 1d6 
10  Vulnerability: 2 x STUN Attacks that hit by 5 or more (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 406

Total Experience Available: 405

Experience Unspent: 0

Total Character Cost: 756


Height: 1.59 mHair: Black with green stripe on right side.
Weight: 63.00 kgEyes: Green
Appearance: An attractive young woman with a lean, muscular build (think Cammy from Street Fighter games), she is small with green eyes and a green stripe in her hair. Her costume is a ninja night suit, black with delicate green design with a wind theme. Her bracers and ankle bands are metallic green. Her swords are family Heirlooms, not standard ninja swords, but straight bladed weapnons with japanese-style hilts. They are seemingly indestructible now. Each is a gleeming silver blade with a hilt of gold, and a grip wrapped in black leather.
Her head-piece leaves her hair and face free, its dark metallic green. A similarly colored mask is atached, the mask covers her eyes only. She often wears green lipstick and nail polish.
Personality: A loyal assassin and warrior for the Mist Viper Clan, Hurricane Dancer is somewhat conflicted. She enjoys the power and position being an Immortal gives her. Her Initiates of the Shroud are considered some of the highest quality assassins the clan has. She works well with the other Eight, save for Glorious Songbird, who is flighty and lazy (not to mention Ruri is jealous of her beauty). She gets along best with the All-knowing Eye and Stone Serpent. Blood Tiger desires to slay her; he cannot stand her being his better in combat; however he hides this fact behind a facade of superficial friendship and a disinterested manner. Hurricane Dancer is somewhat afraid of her powers, though. Her reaction times often seem to be the work of an unseen force, acting on "her" behalf. She wonders if she is the ultimate in body control or a glorified puppet to a malevolent power. Hurricane Dancer trains intensively every day but has yet to recover her lost skill levels.
Quote:"I'll have your heart so fast you can watch its last beat."
Background: Ruri always had something to prove. She trained and worked incredibly hard to become a feared warrior. Her skills were admired by everyone in the clan. She often clashed with another kunoichi, who put down her “manly” physique and attitudes. However, this too she mastered, learning disguise and seduction so that she could do almost anything. By the time she had reached 30 she was one of the most successful warriors and assassins the clan had. She desired to be a chunin. However, she found herself blocked by jealous rivals. Seeing the writing on the wall; she jumped at the chance to become one of the Eight Immortals. She had to sacrifice what she loved most. She destroyed an heirloom sword. It was the sword she trained with. When the ritual ended she found her sword, whole once more! It turned out that her sword was not her most treasured thing. Ruri became the Exemplar of Agility. Her grace and physical prowess became legendary. Truly she is a unique being in the cosmos. Her reaction time is beyond telepathic. She moves at a pace she cannot describe. She acts before she "knows" what she is doing. She is blindingly fast, capable of fantastic feats of agility, but she has lost her "skill". She regrets nothing, but often wonders if she will ever attain "skill" again.
Powers/Tactics: A whirling dynamo in combat, Hurricane Dancer acts first. In my version of the CU no one comes close to her DEX even with Lightning Reflexes. She is fast (eight actions a turn) and can hit pretty hard (10d6 AP attack is nothing to sneeze at). In general she prefers to fight agianst skilled opponents, secretly hoping to be defeated so that she may learn from the experience. She generally has no trouble pulling off dangerous and complex maneuvers and therefore does so with dizzying regularity.
Campaign Use: A killing machine sort of. Her defenses are pretty low for a superhero and her physical attibutes are as well, if you can get past her DEX and SPD. Obviously if you want to tone her down lower her DEX/SPD. It's her whole shtick, however, so she should have at least equal to the highest DEX in your campaign. Also, the "skill" she lost was her levels. If you want to player her prior to the transformation she is Dex 18, +1 Overall Level, +3 Levels with ninjutsu, +3 levels vs Range mods, +2 DCV, +4 vs Hitlocation Penalties. She also had Lightnin Reflexes with all actions +6. If you want to empower her, raise her STR to 20 and Con to 20. Then you could have her recover her "Skill".


Stone Serpent (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 Eight Immortals

Val  Char   Cost
70  STR60
20  DEX30
35  CON50
17  BODY14
13  INT3
17  EGO14
35  PRE25
10  COM0
 
14/34  PD0
14/34  ED7
5  SPD20
21  REC0
70  END0
70  STUN0
 
6"  RUN0
2"  SWIM0
14"  LEAP0
Characteristics Cost: 223

Cost  PowerEND
62  One of the Eight Immortals: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
18  Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
60  Strength Tricks: 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
2u  2) Buried: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group), Side Effects (may cause considerable damage to the environment; +0) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), Increased Endurance Cost (x2 END; -1/2), Defense Depends On Materials Used (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), No Range (-1/2) 12
1u  3) Casual Effectiveness: +40 STR (40 Active Points); Only For Determining Casual STR (-1 1/2), No Figured Characteristics (-1/2) 4
3u  4) Irresistible Strength: Penetrating (+1/2) for up to 60 Active Points of STR (30 Active Points) 3
1u  5) Stratospheric Punch: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10
2u  6) Super-Punch: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
3u  7) Super-Strength Smash-Through: Tunneling 1" through 18 DEF material (56 Active Points); Requires A Brick Tricks Roll (-1/2), No Noncombat Movement (-1/4) 6
3u  8) Tear You Limb From Limb: HKA 2d6 (4d6 w/STR) (30 Active Points) 3
2u  9) 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
28  Super-Leaping: Multipower, 28-point reserve 
3u  1) Basic Super-Leaping: Leaping 28" (28 Active Points) 3
1u  2) MegaLeaping: Leaping 8", MegaScale (1" = 1 km; leap takes 1 Phase per km; +1/4) (10 Active Points) 1
  Brick Form 
60  1) Armor Plated Skin: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Visible (-1/4) 0
13  2) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
4  3) Handholds: Clinging (normal STR), Side Effects (always causes relatively minor damage to the environment [the surface being climbed]; +0) (10 Active Points); Costs Endurance (-1/2), Slow Climbing (character can only move at the rate of 2" per Phase; -1/2), Restricted Use (only for climbing, and surface climbed must have DEF less than character's STR/5; -1/4) 1
40  4) It's Like Hitting A Brick Wall: HKA 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-1/2) 0
12  5) Supertough Form I: (Total: 12 Active Cost, 12 Real Cost) Lack Of Weakness (-6) for Normal Defense (Real Cost: 6) plus Lack Of Weakness (-6) for Resistant Defenses (Real Cost: 6) 0
10  6) Supertough Form II: Power Defense (10 points) 0
Powers Cost: 329

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 16d6 Strike 
4  3) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
5  4) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls 
4  5) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
5  6) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 18d6 Strike 
3  7) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 14d6 Strike; Target Falls 
1  8) Weapon Element: Blades 
1  9) Weapon Element: Chain & Rope Weapons 
1  10) Weapon Element: Fist-Loads 
1  11) Weapon Element: Karate Weapons 
1  12) Weapon Element: Polearms 
1  13) Weapon Element: Staffs 
1  14) Weapon Element: War Fan 
Martial Arts Cost: 36

Cost  Skill
30  +6 with HTH Combat 
3  Acrobatics 13- 
3  Breakfall 13- 
3  Climbing 13- 
3  Concealment 12- 
3  Demolitions 12- 
2  KS: Ninjutsu 11- 
3  Language: English (completely fluent) 
0  Language: Japanese (idiomatic) (4 Active Points) 
3  Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) 
3  PS: Singing 12- 
3  Stealth 13- 
13  Strength Tricks Skill 17- 
4  Survival (Mountain, Urban) 12- 
3  Tracking 12- 
2  WF: Common Martial Arts Melee Weapons 
2  WF: Common Melee Weapons 
5  WF: Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
1  WF: Off Hand 
Skills Cost: 89

Cost  Perk
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
35  Followers: Mist Viper Ninja 
6  Contact: Black Market, Organization Contact (x3) (6 Active Points) 11- 
6  Contact: The Cult of the Dragon, Organization Contact (x3) (6 Active Points) 11- 
3  Contact: VIPER, Organization Contact (x3) (3 Active Points) 8- 
Perks Cost: 72

Cost  Talent
3  Bump Of Direction 
Talents Cost: 3

Val  Disadvantages
20  Distinctive Features: Huge, monstrous man with gravelly, inhuman voice. (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
20  Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: own ninja clan (or organized crime group) 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching 
5  Physical Limitation: Large sized (-2 DCV; +2 to PER Rolls against) (Infrequently, Slightly Impairing) 
15  Psychological Limitation: Dedicated Familyman (Common, Strong) 
15  Psychological Limitation: Disdain for murderers and psychopaths (Common, Strong) 
20  Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total) 
10  Psychological Limitation: Seeks out combat with his equals (Common, Moderate) 
15  Reputation: Feared and deadly assassin, 11- (Extreme) 
10  Unluck: 2d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 402

Total Experience Available: 405

Experience Unspent: 3

Total Character Cost: 752


Height: 3.00 mHair: Black
Weight: 216.00 kgEyes: Brown
Appearance: A massively tall and broad japanese man with long black hair (to his shoulders) in a topknot. His eyes are brown. He wears billowy black pants, a silk green sash, and nothing else. His body is covered with dull gray armor plating; the plate is organic yet appears very much like sectional armor. He has large "shoulder pads" and small organic spines at his shoulders and knees.
Personality: Tonomori is absolutely loyal to his clan, then his family whom he cares for deeply. He regrets not being able to marry his betrothed (she was sacrificed as part of his transformation); but watches over her brothers as if they were his children. Beyond this he enjoyes being a "Brick" and seeks out combat among his peers. His battles with the Yusoo's Tsuchi have been very destructive but also very enjoyable. He even admires Dragon of the Stars and Raiden for their combat prowess. An assassin, he kills often but he is no murderer. He thinks those who kill uneccessarily, or worse, out of a sense of entertainement or cruelty, to be beneath contempt. He has killed Initiates of Stone (his personal cadre of assassins) who show these tendancies.
When he fights, unless his opponent has been targeted for assassination, he generally leaves them alive to challenge him again.
Quote:"Your strength is impressive, but I am the Stone Serpent and you have no chance."
Background: The Mist Viper clan is slowly rebuilding. Once a powerful clan of assassins and sorcerers, they had been hunted down by their rivals and almost destroyed. However, the elders who managed to escape hid well. Turning to alchemical processes to extend their lifespans, they abducted children and indoctrinated them to the clan, slowly and with great care the Mist Vipers returned to the world at large, working for petty lords and criminals they sought to restor their magical prowess.
Over the centuries they have once agian achieved the lofty status of assassins, spys, and diviners to criminal powers and corrupt politicians. Recently, one of their alchemists found the secrets of the Eight Immortals. The complex and costly rituals would transform Eight loyal warriors into immortal superweapons. The Elders, seeing a chance for the clan to achieve even greater power, jumped at the chance. Eight promising initiates were chosen for the ritual and failed to survive. The project was shelved for a few decades after this as its expense had threatened the clan's survival for a second time.
Then, as the Heisi period waned; the Elders tried again to create their immortal champions. Among those chosen, Hongo Tonomori was known as absolutely loyal and a champion warrior among his peers. As part of the ceremony he had to sacrifice what meant the most to him. With heavy heart, the love of his life offered herself as his sacrifice. Promising to care for her family, Tonomori himself had to end her life. Once the ritual was over, he felt his body burn. For a moment he felt he was going to die like the ones before him. But dying in service of his clan was an honorable way to die and he would again be reunited with his love.
Then the burning stopped and Tonomori, now a gigantic man, standing almost ten feet tall, rose from his knees and swore loyalty to the elders of the clan. He was given the name Stone Serpent, the Embodiment of Strength.
Since then he has transformed ten ninja into the Initiates of Stone, gifted of low level superhuman strength, they serve their leader with loyalty and honor.
Stone Serpent rarely works with the other Eight Immortals as Blood Tiger upsets his sense of honor and self control. He will work with them when asked or commanded by the elders, of course.
Powers/Tactics: although a trained acrobat, Stone Serpent disdains jumping around the battle field. He finds a worthy challenger and unleashes his might against them. He is as agile as an upper level professional athlete and has tremendous skill in hand to hand combat. His Bricktricks are geared for lower strength use (he can't go all out with them or he can't control them).
Campaign Use: The Eight Immortals are mere extensions of their defining attribute; Stone Serpent is the embodiment of Strength. He isn't the strongest brick in the world but with his marital arts, skills, and powers he is one of the most powerful fighters. If you'd like him to be less powerful drop his Str to 60 and the tricks to a 50 STR limit. Cut his Armor Plating to +15 or even +10 and lower his SPD to 4. If you want him to be even more of an exemplar for Strength; increase his STR to 90, his Tricks to 80 STR limit, and his SPD to 6.


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

Player: NPC Villian; Member of the Eight Immortals

Val  Char   Cost
20  STR10
26  DEX48
25  CON30
70  BODY120
23  INT13
17  EGO14
25  PRE15
10  COM0
 
10/16  PD6
10/16  ED5
6  SPD24
12  REC6
60  END5
100  STUN7
 
11"  RUN0
7"  SWIM0
14"  LEAP0
Characteristics Cost: 303

Cost  PowerEND
12  Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20  Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
25  Immortality: Healing: Regeneration 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
18  Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1) 
1u  1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4) 0
1u  2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u  3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 0
1u  4) Sageo As Strangling Garrotte: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum (-1/4), Must Follow A Successful Grab Maneuver (-1/4) 0
1u  5) Saya And Sageo As Climbing Platform: +1 with Climbing Skill (5 Active Points); OAF (-1) 
1u  6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
55  One of the Eight Immortals: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Inherent (+1/4) (55 Active Points) 0
10  Strong Leaper: Leaping +10" (14" forward, 7" upward) 1
10  Strong Runner: Running +5" (11" total) 1
5  Strong Swimmer: Swimming +5" (7" total) 1
Powers Cost: 161

Cost  Martial Arts Maneuver
  Mist Viper Taijutsu 
8  1) +2 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 
4  4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 
5  5) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 , Target Falls 
4  6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 
5  7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
3  8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls 
1  9) Weapon Element: Blades 
1  10) Weapon Element: Chain & Rope Weapons 
1  11) Weapon Element: Fist-Loads 
1  12) Weapon Element: Karate Weapons 
1  13) Weapon Element: Polearms 
1  14) Weapon Element: Staffs 
1  15) Weapon Element: War Fan 
Martial Arts Cost: 44

Cost  Skill
8  +4 OCV with Ninja-to 
8  +4 OCV with Other Weapon Of Choice 
40  +5 with All Combat 
15  +5 with Ninjutsu 
3  Acrobatics 14- 
3  Analyze: Style 14- 
3  Breakfall 14- 
3  Bribery 14- 
3  Bugging 14- 
3  Climbing 14- 
3  Concealment 14- 
3  Contortionist 14- 
3  Forensic Medicine 14- 
3  High Society 14- 
3  Interrogation 14- 
3  Language: English (completely fluent) 
0  Language: Japanese (idiomatic) (4 Active Points) 
3  Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) 
3  Lipreading 14- 
3  Lockpicking 14- 
3  Mimicry 14- 
5  PS: Ninja 16- 
3  Paramedics 14- 
3  Security Systems 14- 
3  Seduction 14- 
3  Shadowing 14- 
3  Sleight Of Hand 14- 
7  Stealth 16- 
3  Streetwise 14- 
4  Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Urban) 14- 
2  TF: Ninja Water-Walking Devices, Small Rowed Boats 
3  Tactics 14- 
3  Teamwork 14- 
3  Scholar 
1  1) KS: Clan Lore (2 Active Points) 11- 
1  2) KS: Herbalism And Healing-Lore (2 Active Points) 11- 
1  3) KS: Legends And Lore (2 Active Points) 11- 
6  4) KS: Ninjutsu (7 Active Points) 16- 
1  5) KS: Soccer (Professional Leagues) (2 Active Points) 11- 
1  6) KS: The Martial World (2 Active Points) 11- 
3  Tracking 14- 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote 
Skills Cost: 187

Cost  Perk
8  Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6 
9  Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals 
5  Money: Well Off 
35  Followers: Mist Viper Ninja 
Perks Cost: 57

Cost  Talent
3  Lightsleep 
Talents Cost: 3

Val  Disadvantages
10  Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group 
20  Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Watching 
15  Psychological Limitation: Casual Killer (Common, Strong) 
20  Psychological Limitation: Honorable (Common, Total) 
20  Psychological Limitation: Loyal To Mist Viper clan (Common, Total) 
15  Psychological Limitation: Thrill Seeker (Common, Strong) 
15  Reputation: Feared and deadly assassin, 11- (Extreme) 
5  Rivalry: with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 405

Total Experience Available: 405

Experience Unspent: 0

Total Character Cost: 755


Height: 1.69 mHair: Black
Weight: 71.00 kgEyes: White on black
Appearance: Kenshin is handsome but his eyes are reversed, white orbs in pools of darkness. He wears a black nighsuit with gold trim. His ninja-to is an unusual red metal blade with black leather around the grip. The hilt is silver.
Personality: Undying Dragon is a good man whose life has been dedicated to a clan of assassins and spies. He has accepted his fate and tries in his own way to turn the course of the Clan. He suspects that the Eight Immortals are a step in a larger plan for the Elders to gain power. Like the others he is loyal to the Clan and due to the ritual must obey the elders. He is trying to mold the next generation of ninja into honorable warriors. He has the full support of six of the other Immortals. Kenshin is a dovoted fan to the sport of soccer and almost religeously supports Japan's Wold Cup team.
Quote:"Stand aside, it is not my wish to kill you too."
Background: Kenshin was chosen to lead the Eight Immortals. He was a respected and noble member of the Mist Viper Clan. He would be a perfect member of the Eight if he survived the rituals and if he was slain, it would eleiminate a popular chunin who might threaten the Elders' control as he grew. Like the others, Kenshin became a supernatural being. He has been made the deputy leader of the Eight, and with the exception of Blood Tiger, he is respected by the others. Like his friend Stone Serpent, Undying Dragon is an honorable man. He kills his targets with minimal collateral damage, but occasionally acts of barbarism or cruelty will cause him to lash out. Blood Tiger, convinced of his own immortality, desires to challenge Undying Dragon to see who is the true Immortal.
Powers/Tactics: A skilled martial artist. Kenshin is quite the thrill seeker, he realizes that if not absolutely indestructable, he is very hard to kill; this leads to a certain willingness to try dangerous manuevers and plans. His teachings to the initiates of the dragon have made them fearless warriors. He tends to fight with his ninja-to or unarmed. His abilities are the most "Vanilla" and he can be overlooked.
Campaign Use: An indestructible ninja warrior. He is a decent foe for any martial arts master, not too powerful, definately no pushover. His powers mostly deal with making him unkillable, not unbeatable. If you want to tone him down drop his DC's. If you want to improve him as a combtant, give him some "Life" powers, drains, transfers, almost like a vampire.