Coldstone (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 Iron Grip

Val  Char   Cost
70  STR5
14  DEX12
35  CON10
18  BODY4
10  INT0
11  EGO2
25  PRE5
10  COM0
 
30  PD1
23  ED1
4  SPD16
21  REC0
70  END0
75  STUN3
 
18"  RUN0
2"  SWIM0
14"  LEAP0
Characteristics Cost: 59

Cost  PowerEND
55  Strength Of The Earth: +55 STR, Reduced Endurance (Half END; +1/4) (69 Active Points); Only In Heroic Identity (-1/4) 2
32  Strength of the Earth: +20 CON (40 Active Points); Only In Heroic Identity (-1/4) 
8  Intimidating Presence: +10 PRE (10 Active Points); Only In Heroic Identity (-1/4) 
10  Huge Size and Mass: +6 BODY (12 Active Points); Only In Heroic Identity (-1/4) 
19  Long Legs: Running +12" (18" total) (24 Active Points); Only In Heroic Identity (-1/4) 2
10  Incredible Mass: Knockback Resistance -6" (12 Active Points); Only In Heroic Identity (-1/4) 0
42  Passage Of Earth: Tunneling 6" through 10 DEF material, Fill In Hole (52 Active Points); Only In Heroic Identity (-1/4) 5
4  Stonesight: N-Ray Perception (Sight Group) (cannot perceive through organic matter) (Sight Group) (10 Active Points); Only To See Through Earth And Stone (-1), Only In Heroic Identity (-1/4) 0
45  Stony Body: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Only In Heroic Identity (-1/4) [Notes: And delete Body Of Earth: Damage Resistance] 0
24  Enhanced Fighting Ability: +6 with HTH Combat (30 Active Points); Only In Heroic Identity (-1/4) 
7  Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); Limited Target Limited (-1/2) 1
Powers Cost: 256

Cost  Martial Arts Maneuver
  Commando Training 
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) Cross: 1/2 Phase, +0 OCV, +2 DCV, 16d6 Strike 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 85 STR vs. Grabs 
3  5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 80 STR for holding on 
Martial Arts Cost: 19

Cost  Skill
6  +2 with firearms 
1  KS: Miltary History 8- 
2  KS: Miltary/Mercenary/Terrorist World 11- 
2  PS: Soldier 11- 
3  Stealth 12- 
3  Streetwise 14- 
3  Tactics 11- 
8  WF: Emplaced Weapons, Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 
   
3  Security Systems 11- 
3  Interrogation 14- 
2  KS: Security Measures 11- 
2  KS: Surveillance Systems 11- 
Skills Cost: 38

Val  Disadvantages
25  Distinctive Features: Giant Stone Man Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 
20  Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: Giganto 8- (Occasionally), As Powerful, Harshly Punish 
15  Physical Limitation: Huge (10' Tall) 3000lbs -2DCV, +2 to other's PER Rolls Frequently, Greatly Impairing 
20  Psychological Limitation: Loyal to Doc Despot Common, Total 
20  Psychological Limitation: Overconfidence Very Common, Strong 
10  Reputation: Superpowerful Stone Beast, Frequently (11-) 
15  Social Limitation: Secret ID: Alexander Wahl Frequently (11-), Major 
10  Vulnerability: 2x STUN Sonic attacks Uncommon 
Disadvantage Points: 145

Base Points: 200

Experience Required: 27

Total Experience Available: 27

Experience Unspent: 0

Total Character Cost: 372


Height: 1.68 mHair: Brown
Weight: 79.00 kgEyes: Brown
Appearance: Normally, Alex is a short, wirey man with brown hair and eyss. He has a soul patch and no moustache. He wears casual clothing and occasionally a side arm. As Coldstone he wears no costume but is a humanoid mass of dark stone with glowing, green, pupil-less eyes. Curiously enough, his stone appearance is different from Giganto's but the latter still knows the process was the same. It is unknown at this time why Coldstone is slightly weaker than his predecessor.
Personality: Coldstone enjoys being able to have the best of both worlds. He enjoys the power of being a rampaging elemental while still being able to operate as a normal man. For this fact he is very loyal to Dr. Bracke. He serves as the head of security for the team as well as its main muscle.
Quote:You have just run in to a Mountain of trouble my friend.
Background: Alexander Wahl was a member of the Shadow Army. He was arrested in 2001 on charges of assault with a deadly weapon. He spent 11 months in jail and when he was released his parole officer gave him a telephone number of a man who was looking for skilled criminal agents who might want to enter the "big time". Alex called and eveutally set up a meeting with Dr Bracke. The process that gave Alex his powers is a derivative of the process that created Giganto. In his Coldstone identity, Alex is hunted by Giganto and UNTIL. The Warlord was after Alex for not returning to the fold. Doc Despot purchased Alex's life and was allowed "custody" of him.
Powers/Tactics: His martial arts training aside, Coldstone is a standard brick. He just trade punches with other bricks unless they prove capable of a) hurting him, and b) evading him. If this occurs he starts to fight a little smarter, blocking and attempting to grab.
Campaign Use: A brick with some skill. If Coldstone is too powerful, and he is above the norm in strength, take away his martial arts training and lower his HTH levels to 4. If he isn't tough enough, raise his Dex, defenses, and spd accordingly. He should be a slow prodder though so don't go making him swift or anything.


Doc Despot (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 Iron Grip

Val  Char   Cost
30  STR20
20  DEX30
25  CON30
22  BODY24
20  INT10
17  EGO14
20  PRE10
14  COM2
 
12/28  PD6
10/26  ED5
5  SPD20
11  REC0
50  END0
50  STUN0
 
6"  RUN0
2"  SWIM0
6"  LEAP0
Characteristics Cost: 171

Cost  PowerEND
93  I've got just the thing.: VPP (Gadget Pool), 75 base + 18 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OIF (At least OIF, can be OAF as well) (-1/2) 
0  1) Focused Blaster: Energy Blast 8d6, Penetrating (+1/2) (60 Active Points); OAF (-1), 12 Charges (-1/4) Real Cost: 27 [12]
0  2) Gravity Crush: (Total: 70 Active Cost, 35 Real Cost) Entangle 4d6, 4 DEF (40 Active Points); OIF(Gravity Bolos) (-1/2), 12 Charges (-1/4) (Real Cost: 23) plus Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4), OIF(Gravity Bolos) (-1/2), Linked (Entangle; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 12) Real Cost: 35 [12]
17  Armored Costume: (Total: 25 Active Cost, 17 Real Cost) Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) (Real Cost: 12) plus Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-1/2) (Real Cost: 5) 0
22  Universal Defense Belt: Force Field (10 PD/10 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Sight Group/5 Flash Defense: Hearing Group), Hardened (+1/4) (50 Active Points); OAF (Overdrive Belt) (-1), 4 Continuing Charges lasting 1 Minute each (-1/4) [4 cc]
35  Anti-Gravity Boots: Flight 15", Position Shift, Reduced Endurance (0 END; +1/2) (52 Active Points); OIF (-1/2) 0
  Comlink Headset, all slots OIF (-1/2) 
10  1) Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) 0
7  2) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Radio and Hearing [very common Sense] (-1/4) 0
Powers Cost: 184

Cost  Martial Arts Maneuver
  Hisardut 
4  1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs 
3  4) Grav: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, +10 STR for holding on 
5  5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike 
4  6) Punch/Elbow Strike/Headbutt: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike 
3  7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls 
16  8) +4 HTH Damage Class(es) 
Martial Arts Cost: 43

Cost  Skill
20  +4 with HTH Combat 
10  +2 with Ranged Combat 
   
3  Breakfall 13- 
3  Climbing 13- 
3  Combat Driving 13- 
3  Combat Piloting 13- 
3  Computer Programming 13- 
3  Cryptography 13- 
5  Deduction 14- 
3  Demolitions 13- 
3  Electronics 13- 
3  High Society 13- 
7  Inventor 15- 
3  KS: Hisardut 13- 
4  Language: English (Norwegian Native) (Idiomatic, native accent) 
3  Language: German (Completely Fluent, w/Accent) 
3  Mechanics 13- 
3  Paramedics 13- 
2  SS: Biology 11- 
2  SS: Chemistry 11- 
2  SS: Physics 11- 
3  Security Systems 13- 
3  Stealth 13- 
3  Streetwise 13- 
3  Systems Operation 13- 
3  Tactics 13- 
3  Teamwork 13- 
2  WF: Small Arms 
9  Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 13- 
Skills Cost: 120

Cost  Perk
5  Computer Link: UNTIL 
3  Anonymity (Faked his Death) 
4  Contact: Corrupt UNTIL Agent (Contact has useful Skills or resources, Good relationship with Contact) 11- 
6  Contact: VIPER, Organization Contact (x3) (6 Active Points) 11- 
8  Fringe Benefit: Membership( The Iron Grip) (Leader), Security Clearance 
10  Money: Wealthy 
25  Vehicles & Bases 
Perks Cost: 61

Cost  Talent
5  Eidetic Memory 
4  Speed Reading: x10 
Talents Cost: 9

Val  Disadvantages
10  Distinctive Features: Large, overmuscular man Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 
25  Hunted: UNTIL 11- (Frequently), More Powerful, NCI, Harshly Punish 
15  Hunted: Champions 8- (Occasionally), More Powerful, Harshly Punish 
15  Psychological Limitation: Greedy Common, Strong 
10  Psychological Limitation: Likes to fight Common, Moderate 
10  Psychological Limitation: Overconfident Common, Moderate 
15  Psychological Limitation: Tinkerer, loves gadgets and scientific widgets Common, Strong 
15  Reputation: Threat to the safety of the world, Frequently (11-), Extreme 
20  Social Limitation: Secret Identity (believed to have died in fire) Frequently (11-), Severe 
Disadvantage Points: 135

Base Points: 200

Experience Required: 253

Total Experience Available: 254

Experience Unspent: 1

Total Character Cost: 588


Height: 1.98 mHair: Blonde
Weight: 145.00 kgEyes: Brown
Appearance: Tall, tanned and blonde, Gunnar Brake looks alot like a professional wrestler. He has bulging muscles and wears his hair close cropped with a neatly trimmed beard (no sideburns though). He wears a black stasis cloth "Tee shirt" with gray pants, black boots, and a kahaki colored combat vest with lots of pockets. In many ways he could be seen as an evil version of Doc Savage.
Personality: Despot is not really interested in ruling the world. He is quite content to become fabulously wealthy, buy an island and live out juvenile power fantasies on a small scale. He enjoys a good scrape, thrills at finding a new piece of technology to "aquire" and having a team of supervillains at his beck and call.
Quote:Interesting, these gravity bolos could probably be augmented to crush the objects in their grasp. I wonder why Defender never thought of that?
Background: Gunner Brake was a bright, if not brilliant scientist stuck in the body of a professional wrestler. His true talents lie in using other's work better. He is skilled in many sciences but he can take established theories and turn them into brilliant abstractions that barely resemble their original form. In fact, he always noted his sources. This enabled him to get through college without seeming a thief. After college he accepted a post within UNTIL's research department. This was where he began to see where his future lie. He studied the devices and discoveries of dozens of "mad scientists" and the high tech wonders captured from VIPER, ARGENT, PSI, and the Warlord. He began to keep private notes on "interesting" applications or offshoots of said technologies. He also began to seek out criminal contacts. It was through these that he managed to gather a few agent level thugs and persuade them that he could give them superpowers. When he was sure of his prospects, he blew up his research lab and faked his own death. Free from his emplyoment with UNTIL, he began using his notes to create supervillains. The results were the Iron Grip, a team of metahuman thieves and enforcers that gather wealth and power for their fearless leader.
Powers/Tactics: Aside from his martial arts skills and legendary physical prowess, Despot has a large gadget pool to back up his team and keep himself safe and sound. He enjoys battle and in many ways acts like a brick rather than a martial artist. He considers himself a frontline kind of fighter and equips himself so he can be a damage soaker.
Campaign Use: Although they can work almost anywhere as a "bank robbing" team; the Iron Grip, at the behest of their leader, often target hi-technology for thier thefts. Despot enjoys the prospect of dabbling with someone elses life's work.