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

Player: NPC; Villain

Val  Char   Cost
25  STR15
20  DEX30
25  CON30
15  BODY10
13  INT3
14  EGO8
25  PRE15
8  COM-1
 
10  PD5
10  ED5
5  SPD20
10  REC0
50  END0
50  STUN9
 
6"  RUN0
2"  SWIM0
5"  LEAP0
Characteristics Cost: 149

Cost  PowerEND
90  Telekinetic Attacks: Multipower, 90-point reserve 
3u  1) Telekinetic Blade: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points) 3
4u  2) Telekinetic Lance: Killing Attack - Ranged 2d6, Penetrating (+1/2) (45 Active Points) 4
7u  3) Flying Blades: Killing Attack - Ranged 2d6, Penetrating (+1/2), Indirect (Any origin, any direction; +3/4) (67 Active Points) 7
7u  4) HIdden Knives: Killing Attack - Ranged 2d6, Penetrating (+1/2), Invisible Power Effects (Fully Invisible; +1) (75 Active Points) 7
5  Telekinetic Resiliance: Damage Resistance (5 PD/5 ED) 0
20  Durable: Energy Damage Reduction, 50% 0
20  Durable: Physical Damage Reduction, 50% 0
5  Clean zone. : Change Environment 1" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Always On (-1/2), No Range (-1/2) [Notes: This power merely keeps "unclean" matter from touching Abatoir or his clothes.] 0
Powers Cost: 161

Cost  Skill
16  +2 with All Combat 
3  Bureaucratics 14- 
3  Conversation 14- 
3  High Society 14- 
3  Interrogation 14- 
2  KS: The Celebrity World 11- 
3  Persuasion 14- 
3  Seduction 14- 
1  WF: Blades 
Skills Cost: 37

Cost  Perk
20  Vehicles & Bases: Manorhouse 
10  Money: Wealthy 
12  Reputation: Feared Assassin (A large group) 14-, +4/+4d6 
Perks Cost: 42

Cost  Talent
14  Fearless 
Talents Cost: 14

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
10  Enraged: if his attempts at "culture" are rebuffed. (Common), go 8-, recover 14- 
25  Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish) 
20  Physical Limitation: Monster; cannot relate to the real world -5 to all PRE based skills save for Interrgation (All the Time, Greatly Impairing) 
20  Physical Limitation: Murderer; Loves to harm and kill (Frequently, Fully Impairing) 
15  Psychological Limitation: Arrogant, thinks he's better than the "commoners" surrounding him (Common, Strong) 
20  Reputation: Fearsome Killer, 14- (Extreme) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Unluck: 3d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 53

Total Experience Available: 53

Experience Unspent: 0

Total Character Cost: 403


Height: 1.89 mHair: Thinning Brown
Weight: 73.00 kgEyes: Blue
Appearance: A skinny ineffectual man, who seems shorter than he really is. Abatoir has thinning brown hair that is greying at the temples, blue eyes and a sallow pall to his complexion. He wears a black tuxedo with tails and white gloves at all times. Often he includes a monacle.
Personality: Julien no longer has anything resembling a grasp of reality. He works as a paid assassin, but likes to kill people on his "days off" too. Part of him stil believes that he is an aristocratic nobleman. He gives money to charities, attends social gatherings and generally attempts to fit in with high society. The problem is, he has lost his ability to deal with people. He is a monster and his interactions with others are either woefully inept (at best) or horrifying (at worst).
Quote:"Ideally, the masses will eventually work themselves to death before they can train their brood to rise up agianst the true heirs of society."
Background: Julien Prescott was born to luxury. Raised the "right way" he was taught that, as an upper class scion, he was inately better than most people. Intelligent and athletic, he excelled at nearly everything. Then things went wrong. Julien's telekinetic abilities surfaced late in life. The steroids and drugs he had taken since his early teens to maintain his "greatness" had retarded their growth. The drugs and mutant changes in his biochemistry led to madness. By the age of 25 Julien was quite insane. He had killed his first victim, his mother, when he was 26. Taking his inheritance (his father had been done in years before by his mother; Julien had merely been keeping with tradition), Julien began the "secret" life of a high paid assassin.
Powers/Tactics: Limited telekinetic abilities; aside from an inhuman strength for his size, Abatoir can create Telekinetic weapons. Some he wields, others merely attack at his will. While durable, and somewhat resistant to killing attacks, he lacks the defenses to go toe to toe with most heroes. He has the odd ability to keep himself clean at all times. His tuxedoes (all he wears) never get dirty, blood runs off him like water, never leaving a stain.
Campaign Use: A psychotic villain in the Iron Age vein. If you are looking for some one less lethal, lower the power of his TK weapons multipower and drop the indirect and invisible slots. To compensate, give him some "normal" damage TK attacks. If you want him to be even more of a threat give him some defenses.


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

Player: NPC Villain

Val  Char   Cost
15  STR5
20  DEX30
20  CON20
10  BODY0
15  INT5
11  EGO2
15  PRE5
12  COM1
 
6/25  PD3
6/25  ED2
5  SPD20
7  REC0
40  END0
30  STUN2
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 95

Cost  PowerEND
100  Accessories: Variable Power Pool (Gadget Pool), 75 base + 25 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2) 
0  1) Blaster Glove: Energy Blast 8d6, 20 Charges (+1/4) (50 Active Points); OIF (-1/2) Real Cost: 33 [20]
0  2) Jetboots: Flight 8" (16 Active Points); OIF (-1/2) Real Cost: 11 2
0  3) Teleportation Cape: Teleportation 30", x2 Increased Mass (65 Active Points); OAF (-1) Real Cost: 32 6
12  Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
27  Defense Field Belt: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OIF (-1/2) 0
  Mask Defensive Qualities 
2  1) Armored Mask: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
5  2) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5  3) Mindshield: Mental Defense (10 points total) (8 Active Points); OIF (-1/2) 0
5  4) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
  Sense-Enhancing Mask 
10  1) Active Sonar Array: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) 0
5  2) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
4  3) Mask Radio I: Radio Perception (8 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
6  4) Mask Radio II: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
6  5) Mask Radio III: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 0
10  6) Micro-Lenses: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
3  7) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
8  8) Parabolic Receiver: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) 0
10  9) Radar Array: Radar (Radio Group) (15 Active Points); OIF (-1/2) 0
8  10) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3  11) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3  12) Ultrasight Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2  13) Ultrasonic Receiver: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
7  14) Wide-Angle Lenses: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2) 0
7  15) X-Ray Lenses: N-Ray Perception (stopped by lead, gold, or force fields) (Sight Group) (10 Active Points); OIF (-1/2) 0
Powers Cost: 248

Cost  Martial Arts Maneuver
  Generic Martial Arts 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
5  3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
4  4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
3  5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 
Martial Arts Cost: 20

Cost  Skill
16  +2 with All Combat 
3  Analyze: Technologu 12- 
3  Breakfall 13- 
3  Bureaucratics 12- 
3  Computer Programming 12- 
3  Cryptography 12- 
3  Deduction 12- 
3  Demolitions 12- 
3  Electronics 12- 
3  Inventor 12- 
2  KS: The Superhuman World 11- 
2  KS: The Technology World 11- 
3  Mechanics 12- 
4  Navigation (Air, Land, Marine) 12- 
3  Paramedics 12- 
3  Scientist 
2  1) SS: Biology 12- (3 Active Points) 
2  2) SS: Chemistry 12- (3 Active Points) 
2  3) SS: Mathematics 12- (3 Active Points) 
2  4) SS: Physics 12- (3 Active Points) 
3  Security Systems 12- 
3  Systems Operation 12- 
4  TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles 
8  WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms 
Skills Cost: 86

Cost  Perk
50  Vehicles & Bases: Base 
15  Contact: ARGENT (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11- 
Perks Cost: 65

Cost  Talent
16  Universal Translator 12- (20 Active Points); IIF (A large broach on his cape.; -1/4) 
2  Absolute Time Sense (3 Active Points); OIF (-1/2) 
2  Bump Of Direction (3 Active Points); OIF (-1/2) 
Talents Cost: 20

Val  Disadvantages
20  Hunted: ARGENT 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: VIPER 8- (Mo Pow, NCI, Watching) 
10  Psychological Limitation: Greedy (Common, Moderate) 
20  Psychological Limitation: Overconfident in his toys (Very Common, Strong) 
15  Psychological Limitation: Technophile (Common, Strong) 
10  Reputation: Technology Master, 11- 
5  Rivalry: Professional (Brainchild; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Vulnerability: 2 x STUN Psionics (Uncommon) 
Disadvantage Points: 135

Base Points: 200

Experience Required: 199

Total Experience Available: 199

Experience Unspent: 0

Total Character Cost: 534


Height: 1.70 mHair: Brown
Weight: 69.00 kgEyes: Brown
Appearance: A normal sized man in a light blue armored costume. He wears an oversized belt with the TDPack on the back, Golden metallic jet boots, blaster gloves, and face mask. The Maks has a large goggle/headset unit on it. The Teleportation cloak is red with gold trim.
Personality: Greed and love of using his toys.
Quote:"You think you're bad ass? Try this on for size loser!"
Background: Philip Potts is a bright enough guy but he's no genius, so where does he get his fantastic toys? He couldn't really tell you himself. Philip was a relatively normal tech support specialist for ARGENT, when he was placed in charge of some found technology, a cape that seemed allowed teleportation when it happened. Philip was using a standard ARGENT test module to try and find the circuitry involved as well as the power supply; seemingly interwoven into the fabric of the garmet itself. Then the cape activated.
Philip found himself in whe he now calls the Vault of Pandora. There he found a veritable plethora of incredible gadgets and devices. Luckily the Vault was also stocked for living, Philip spent the better part of a year at the Vault simply cataloging the wonders contained therein. After he finished his talley; Philip contacted his bosses at ARGENT and bought out his contract with some of the tech. While ARGENT would love to get ahold of the rest of it, the trickle of data he has provided with the technology has sated their appetite for now.
Dubbing himself the Accessory; Philip has begun his own criminal career. He carries his toys in a transdimensional pack that seems empty but allows him to draw the gadgets he put in there back at the vault.
Powers/Tactics: Though he didn't invent any of them, Accessory is skilled in the use of the advanced technology he has come into possession of. He's got toys for all occasions. The one's listed in the VPP are for when he's got nothing better to do.
Campaign Use: Even his most powerfull tech is on the lower end of superheroic; Accessory is a minor villain. Should he be too tough, take some of his VPP away, limiting the gadgets he can bring. Accessory is simply an excuse to use all the neato stuff in Gadgets and Gear, if he's not tough enough, use the "Stronger" option for most gadgets.


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

Player: NPC; Master Neutral

Val  Char   Cost
30/60  STR20
30/33  DEX60
30/40  CON40
30  BODY40
40  INT30
30  EGO40
30/35  PRE20
30  COM10
 
15/40  PD9
15/40  ED9
7  SPD30
15/23  REC6
60/80  END0
60/80  STUN0
 
9"  RUN0
5"  SWIM0
6"/12"  LEAP0
Characteristics Cost: 314

Cost  PowerEND
84  Gadget Pool: Variable Power Pool (Gadget Pool), 60 base + 24 control cost, (90 Active Points); all slots IIF (At least IIF can be more.; -1/4) 
125  Weapons Array on Evening Gown: Multipower, 125-point reserve 
12u  1) Ionic Pulse: EB 20d6, Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5
12u  2) Low Impact Ion Pulse: EB 11d6, Increased Maximum Range (2,750"; +1/4), Reduced Endurance (0 END; +1/2), No Range Modifier (+1/2) (124 Active Points) 0
12u  3) Pulse Light Matrix: Entangle 3d6, 6 DEF (Stops A Given Sense Group Radio Group), Cannot Be Escaped With Teleportation (+1/4), Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (124 Active Points) 5
12u  4) Tractor Beam: Telekinesis (60 STR), Affects Porous, Reduced Endurance (1/2 END; +1/4) (125 Active Points) 5
  Evening Gown Battle Suit, all slots OIF (-1/2) [Notes: This metallic gray evening gown has long sleeves, a split skirt over sleek leggings and high heels; it’s off the shoulder and has a rather revealing décolleté. The suit is backed by invisible force fields, so headshots aren't that effective, attractive green and blue lights pulse throughout the "dress" giving colorful designs and impressive countenance.] 
20  1) Bioweave Exoskeleton: +30 STR (30 Active Points); OIF (-1/2) 3
6  2) Telepatic imprint reflexes: +3 DEX (9 Active Points); OIF (-1/2) 
13  3) Bioweave Impact Dispersal : +10 CON (20 Active Points); OIF (-1/2) 
14  4) Structural integrity: +19 PD, Hardened (+1/4) (28 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) 
17  5) Structural Intengrity: +23 ED, Hardened (+1/4) (33 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) 
21  6) Structural Integrity: Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points); OIF (-1/2) 0
3  7) DAMN!: +5 PRE (5 Active Points); OIF (-1/2) 
7  8) Protected Senses: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7  9) Protected Senses II: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7  10) Protected Senses III: Radio Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
50  11) Antigravity Field: Flight 25", x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2) 3
10  12) Com-Link: HRRP (Radio Group), Concealed (-3 with HRRP PER Rolls) (15 Active Points); OIF (-1/2) 0
7  13) Thermo Tracers: IR Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2) 0
11  14) Lifesupport Functions: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2
10  15) PDF (Psionic Dampening Field): Mental Defense (25 points total) (15 Active Points); OIF (-1/2) 0
3  16) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2) 0
10  17) AntiManipulation Fields: Power Defense (15 points) (15 Active Points); OIF (-1/2) 0
26  18) Transport Circuitry: Teleportation 12", No Relative Velocity, x2 Increased Mass (39 Active Points); OIF (-1/2) 4
23  19) Supersonic Flight: Flight 10", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (35 Active Points); OIF (-1/2) 3
9  Accute Senses: +3 PER with all Sense Groups 0
14  Physical Perfection: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 1600 Years) 0
4  Iron will: +4 Mental Defense (25 points total) 0
6  Swift: Running +3" (9" total) 1
3  Strong Swimmer: Swimming +3" (5" total) 1
Powers Cost: 558

Cost  Martial Arts Maneuver
  Karate 
4  1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR / 70 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
3  6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 / 13d6 Strike, Target Falls 
4  7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 14d6 Strike 
5  8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 / 16d6 Strike 
1  9) Weapon Element: Karate Weapons 
1  10) Weapon Element: Staffs 
Martial Arts Cost: 34

Cost  Skill
30  +3 Overall 
24  +3 with All Combat 
7  Power: Gadgeteering 19- 
3  Acrobatics 15- (16-) 
3  Breakfall 15- (16-) 
3  Bribery 15- (16-) 
3  Bureaucratics 15- (16-) 
3  Combat Driving 15- (16-) 
3  Combat Piloting 15- (16-) 
3  Computer Programming 17- 
3  Conversation 15- (16-) 
3  Deduction 17- 
10  Defense Maneuver I-IV  
3  Disguise 17- 
3  Electronics 17- 
3  Forensic Medicine 17- 
3  High Society 15- (16-) 
3  Interrogation 15- (16-) 
3  Inventor 17- 
3  Linguist 
3  1) Language: English (idiomatic) (4 Active Points) 
2  2) Language: French (Completely Fluent, w/Accent) (3 Active Points) 
2  3) Language: German (completely fluent, w/Accent) (3 Active Points) 
2  4) Language: Italian (Completely Fluent, w/Accent) (3 Active Points) 
2  5) Language: Japanese (Completely Fluent, w/Accent) (3 Active Points) 
2  6) Language: Mandarin (Completely Fluent, w/Accent) (3 Active Points) 
2  7) Language: Portugese (Completely Fluent, w/Accent) (3 Active Points) 
0  8) Language: Russian (idiomatic) (4 Active Points) 
2  9) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points) 
3  Mechanics 17- 
5  Navigation (Air, Land, Marine, Space) 17- 
3  Oratory 15- (16-) 
3  Paramedics 17- 
3  Persuasion 15- (16-) 
3  Riding 15- (16-) 
3  Scholar 
2  1) KS: Art History (3 Active Points) 17- 
1  2) KS: Contemporary Culture (2 Active Points) 11- 
3  3) KS: Dance (4 Active Points) 18- 
1  4) KS: Economics (2 Active Points) 11- 
2  5) KS: High Society (3 Active Points) 17- 
2  6) KS: History (3 Active Points) 17- 
1  7) KS: Kama Sutra (2 Active Points) 11- 
1  8) KS: Karate (2 Active Points) 11- 
2  9) KS: Literature (3 Active Points) 17- 
1  10) KS: Massage (2 Active Points) 11- 
2  11) KS: Military History (3 Active Points) 17- 
2  12) KS: Music (3 Active Points) 17- 
1  13) KS: Philosophy (2 Active Points) 11- 
2  14) KS: Superheroes (3 Active Points) 17- 
2  15) KS: Superpowers (3 Active Points) 17- 
2  16) KS: Supervillains (3 Active Points) 17- 
2  17) KS: The Espionage World (3 Active Points) 17- 
2  18) KS: The Military/Mercenary/Terrorist World (3 Active Points) 17- 
2  19) KS: The Superhuman World (3 Active Points) 17- 
2  20) KS: World Politics (3 Active Points) 17- 
3  Scientist 
2  1) SS: Anatomy 17- (3 Active Points) 
2  2) SS: Anthropology 17- (3 Active Points) 
2  3) SS: Archaeology 17- (3 Active Points) 
2  4) SS: Astronomy 17- (3 Active Points) 
2  5) SS: Bacteriology/Virology 17- (3 Active Points) 
2  6) SS: Biochemistry 17- (3 Active Points) 
2  7) SS: Biology 17- (3 Active Points) 
2  8) SS: Botany 17- (3 Active Points) 
2  9) SS: Chemistry 17- (3 Active Points) 
2  10) SS: Computer Science 17- (3 Active Points) 
2  11) SS: Density Physics 17- (3 Active Points) 
2  12) SS: Dimensional Engineering 17- (3 Active Points) 
2  13) SS: Electronic Engineering 17- (3 Active Points) 
2  14) SS: Force Field Physics 17- (3 Active Points) 
2  15) SS: Genetics 17- (3 Active Points) 
2  16) SS: Geology 17- (3 Active Points) 
2  17) SS: Gravitics 17- (3 Active Points) 
2  18) SS: Mathematics 17- (3 Active Points) 
2  19) SS: Medicine 17- (3 Active Points) 
2  20) SS: Metallurgy 17- (3 Active Points) 
2  21) SS: Nuclear Physics 17- (3 Active Points) 
2  22) SS: Oceanography 17- (3 Active Points) 
2  23) SS: Pharmacology/Toxicology 17- (3 Active Points) 
2  24) SS: Physics 17- (3 Active Points) 
2  25) SS: Psionic Engineering 17- (3 Active Points) 
2  26) SS: Robotics 17- (3 Active Points) 
2  27) SS: Size Physics 17- (3 Active Points) 
2  28) SS: Sub-Atomic Physics 17- (3 Active Points) 
2  29) SS: Zoology 17- (3 Active Points) 
3  Security Systems 17- 
3  Seduction 15- (16-) 
3  Stealth 15- (16-) 
2  Survival (Arctic/Subarctic) 17- 
3  Systems Operation 17- 
28  TF: Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles, Balloons & Zeppelins, Combat Aircraft, Equines, Helicopters, Jetskis, Large Military Ships, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Parachuting, Basic, Railed Vehicles, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Submarines, Surfing, Tracked Military Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing 
3  Tactics 17- 
3  Teamwork 15- (16-) 
3  Trading 15- (16-) 
3  Traveler 
1  1) AK: Eastern Europe (2 Active Points) 11- 
1  2) AK: Medeteranian (2 Active Points) 11- 
1  3) AK: The Middle East (2 Active Points) 11- 
1  4) AK: The United States (2 Active Points) 11- 
1  5) AK:: Southeast Asia (2 Active Points) 11- 
1  6) CK: Berlin (2 Active Points) 11- 
1  7) CK: Buenos Aires (2 Active Points) 11- 
1  8) CK: London (2 Active Points) 11- 
1  9) CK: Moscow (2 Active Points) 11- 
1  10) CK: New York City (2 Active Points) 11- 
1  11) CK: Silverhold (2 Active Points) 11- 
1  12) CK: Tokyo (2 Active Points) 11- 
10  Two-Weapon Fighting (HTH)  
24  WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Energy Weapons, Small Arms, Electric Whip, Energy Blades, Garrote, Off Hand, Three-Section Staff, Thrown Sword, Vehicle Weapons, Whips 
9  Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 17- 
Skills Cost: 364

Cost  Perk
4  Access: United Nations 
5  Computer Link: UNTIL 
10  Computer Link: United Nations Databases 
18  Contact: Various Diplomats (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12- 
18  Contact: Various Social High Fliers (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12- 
27  Fringe Benefit: Concealed Weapon Permit (where appropriate), Head of State of a single nation, International Driver's License, Passport, Security Clearance: UN, Security Clearance: UNTIL 
15  Money: Filthy Rich 
12  Reputation: Internationally Known Supergenius/Media Personality (A large group) 14-, +4/+4d6 
0  Bases/Agents/Cool Stuff.... All She needs 
Perks Cost: 109

Cost  Talent
3  Absolute Time Sense 
3  Absolute Range Sense 
3  Ambidexterity (-2 Off Hand penalty) 
3  Bump Of Direction 
5  Eidetic Memory 
3  Lightning Calculator 
4  Speed Reading (x10) 
Talents Cost: 24

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Distinctive Features: Fantastically Alluring (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: VIPER 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Hunted: UNTIL 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 
20  Hunted: Red Doom 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Psychological Limitation: Code of Honor: Equivalent of Chivalric Codes with protection of her nation and people as prime directive (Common, Total) 
15  Psychological Limitation: Winsome, Romantic, given to bouts of Hedonism (Common, Strong) 
20  Psychological Limitation: Self Assured to the Extreme (Common, Total) 
20  Reputation: "Dictator"/Monarch/Celebrity, 14- (Extreme) 
15  Social Limitation: One of the most recognized women in the World (Frequently, Major) 
Disadvantage Points: 165

Base Points: 1235

Experience Required: 3

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 1403


Height: 1.90 mHair: Brown
Weight: 75.00 kgEyes: Blue
Appearance: A ravishing dark-haired beauty with ice blue eyes and fair skin, Irina is one of the most photographed women in the world. She wears styles from elegant simplicity to femme fatale daring depending on the circumstances, but she generally has plenty of protection either externally (agents) or concealed in her outfit, and most often both. Irina moves with the easy grace of a dancer, her mannerisms can range from conciliatory to predatory but she maintains a careful air of courtesy and has a ready smile for the world.
Personality: A classy woman with the heart and title of granted nobility. She sees her nation as HER people, her family, her property. She is proud without being overtly arrogant, intellectual without being otherworldly, and commanding with out being a megalomaniac. She is honorable and good natured if not a little unimpressed with most people she meets. She has admirers and the papers often make a big deal about her affairs, and she has dated some of the most famous men on the planet, actors, musicians, royalty, superheroes, and even for a week; Foxbat.
Quote:"Do not make me remove you."
Background: The precious daughter of one of the most reviled man of twentieth century. Irina's father was Yuri Durkova, known during his lifetime as the Victor, The Liberator, and the Tyrant. Yuri was transformed from an earnest and willing Russian Soldier into the Victor, Russia's premier super soldier during World War II. He was a typical flag suited type, enhanced but not superhuman physical attributes and intense training. Unbeknownst to his creators, Yuri also developed a super genius intellect as a result of the process. He studied in private, turning himself into a technological wunderkind over the course of the war. Yuri kept many things from his superiors. He was a proud Russian, not Soviet; he chafed under the communist system that seemed only to keep the working class at bay. During the 1950's he was a tool of the government, speaking, performing feats, and battling "insurgents". He often found himself confronting his old WWII Allies and hated it. During this time the Victor was slowly spreading his influence in the military, by 1961, he had found enough support that he felt he could leave his life behind and launch his most ambitious project ever, running a country. On February 3rd 1962, a now Powered Armor Clad Durkova, lead three Russian regiments into what was one the Rostov Oblast and declared it the "Free Nation of Silver" (can't translate to Russian, sorry?). Durkova had planned this out so far in advance and he used the Cold War to his advantage, he calling on old western friends convinced the NATO allies that having a free enterprise nation in the middle of the Soviet Block would be a tremendous boon to them. He also had enough damaging evidence on his former leaders that the USSR abstained from a vote and his "Nation of Silver" was given UN recognition.
Dubbed the Liberator by his people, he took over as the head of state and instituted a progressive meritocracy and convinced a lot of western powers to help his country stay afloat until it could support itself. Things started to sour between the Liberator and the West in the later 70's and he was dubbed the Tyrant by the western media. Durkova would not allow western business interests to gain a foothold in his nation and exploit his people; he also was no where near as forthcoming with the Soviet Military secrets that they were expecting. Irina was born in 1971, her mother has never been revealed and it is unclear whether or not she had one (a "test tube" baby? Clone?). What is clear; is while he would occasionally clash with the west, the Tyrant was far more interested in protecting his tiny nation’s people than taking over the world. He fought to expand his borders deeper into the USSR as well as the Ukraine. He clashed with western heroes when he clashed with western business and military interests, but he never tried to take over the world. He often opposed Dr. Destroyer, seeing the megalomaniac as great a threat to his people as the rest of the world and on a few occasions physically confronted the Doctor. The Tyrant died during an invasion attempt of Earth by Istvatha V'han. At the ripe old age of 18, Irina became the Empress. She has proven an even more capable leader and genius than her father. Beautiful, powerful, and graceful, she is a star in the metahuman, scientific, political, and celebrity skies. Irina, often simply referred to as Empress, has presided over the impressive technological, economic, and political rise of her nation. When Destroyer was slain by his own machinations, his underlings went there separate ways and Empress and some of her "Elite Guard" swept into the fray and made off with technology and agents, robots, and weapons. She has over the years incorporated this technology with her own.
While not overtly concerned with taking over the world, there are those who think that is her goal. Some of these people aren't sure that it would be worse then than it is now.
Powers/Tactics: Aside from her perfect physical attributes and martial arts training, Empress wears several different suits of armor; the most famous is a force field backed metallic gray "evening gown" with appealing light pulses along its contours. She never wears a mask. Her battle armors, even the heavy assault types are very flattering and make her look like a Goddess. She makes good of technology several decades ahead of the norm, she has teleportation technology, psionic circuitry, cloning (although crude by Telios's Standards), antigravity, and more. She is rarely encountered without agents or her "Elite Guard" of superhuman champions.
Campaign Use: Help, hindrance, romance, and rivalry, she can be almost anything. She can take on entire groups on her own, or just let her agents, robots, superhuman bodyguards, and others fight for her. She could be met at a Gala, an ally against either European evil or an alien invasion. The heroes could be investigating leads that point towards Empress' nation and corruption.


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

Player: NPC Villain

Val  Char   Cost
20  STR10
23  DEX39
20  CON20
14  BODY8
13  INT3
11  EGO2
18  PRE8
12  COM1
 
16  PD4
16  ED4
6  SPD27
8  REC0
40  END0
40  STUN6
 
8"  RUN4
4"  SWIM2
5"  LEAP1
Characteristics Cost: 139

Cost  PowerEND
7  .44 Magnum (Automag): Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), 7 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4) [7]
5  Another Magnum: 2d6 RKA, 7 Charges (5 Active Points) 0
15  Combat armor: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 0
1  LS (Longevity 200 Years) 0
  Helmet, all slots OIF (-1/2) 
7  1) LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
3  2) Armored Helmet: Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); Only Works Attacks to the Head Very Limited Type of Attack (-1), OIF (-1/2) 0
7  3) Commlink: Radio Perception/Transmission (Radio Group), Telescopic (+1) (11 Active Points); OIF (-1/2) 0
3  4) Heat Sensor Visor: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3  5) NIghtvision Visor: Nightvision (5 Active Points); OIF (-1/2) 0
Powers Cost: 51

Cost  Martial Arts Maneuver
  Tae Kwon Do 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 
5  3) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike 
3  4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls 
4  5) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 
4  6) Side Kick: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 
5  7) Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 
Martial Arts Cost: 29

Cost  Skill
16  +2 with All Combat 
20  +4 with Ranged Combat 
3  Breakfall 14- 
3  Climbing 14- 
3  Combat Driving 14- 
3  Concealment 12- 
3  Demolitions 12- 
3  Electronics 12- 
5  Fast Draw 15- 
3  Interrogation 13- 
5  Inventor 13- 
3  Linguist 
1  1) Language: Arabic (Fluent Conversation) (2 Active Points) 
2  2) Language: German (Completely Fluent, w/Accent) (3 Active Points) 
1  3) Language: Japanese (Fluent Conversation) (2 Active Points) 
1  4) Language: Russian (Fluent Conversation) (2 Active Points) 
3  Lockpicking 14- 
3  Mechanics 12- 
3  Scholar 
1  1) KS: Arms Dealers (2 Active Points) 11- 
6  2) KS: Explosives (7 Active Points) 16- 
3  3) KS: Military/Mercenary/Terrorist World (4 Active Points) 13- 
1  4) KS: US Marines (2 Active Points) 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
6  Survival (Temperate/Subtropical, Desert, Urban) 12- 
5  TF: Common Motorized Ground Vehicles, Submarines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles 
3  Tactics 12- 
3  Tracking 12- 
10  Two-Weapon Fighting (Ranged)  
5  WF: Small Arms, Clubs, Fist-Loads, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 
Skills Cost: 142

Cost  Perk
9  Contact: Mercenary Community (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12- 
6  Contact: VIPER (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 
4  Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Passport 
5  Money: Well Off 
6  Reputation : Assassin (A large group) 14-, +2/+2d6 
Perks Cost: 30

Cost  Talent
3  Absolute Range Sense 
12  Lightning Reflexes: +8 DEX to act first with All Actions 
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 21

Val  Disadvantages
10  Distinctive Features: Tae Kwon Do Style Disadvantage Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 
20  Hunted: US Military 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: Vigilante Hero 8- (Occasionally) (As Pow, Harshly Punish) 
20  Psychological Limitation: Code of the Mercenary Common, Total 
20  Psychological Limitation: Fiercely Competitive Very Common, Strong 
15  Psychological Limitation: Loves Combat Common, Strong 
10  Reputation: Mercenary Assassin, Frequently (11-) 
10  Rivalry: Mechassassin Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 200

Experience Required: 62

Total Experience Available: 62

Experience Unspent: 0

Total Character Cost: 412


Height: 1.83 mHair: Black with white temples
Weight: 90.00 kgEyes: Brown
Appearance: Bradon Quinn is in fantastic shape for a man pushing 60. His metabolism and physical form are that of a 25 year old. He always wears black with sunglasses. When on a mission he wears an all black uniform. His weapons and weapons belts are also black. Think Snake-Eyes from GI Joe.
Personality: Major Magnum is a violent, yet controlled man. He seems to be perfectly calm and collected at all times. In his current profession he has made a name for himself as an extremely professional and efficient mercenary/Assassin.
Quote:"The tights don't scare me, boy. Prepare to die."
Background: Some men join the military out of national pride; others out of a sense of duty, still others in desparation. Bradon Quinn joined to learn how to better kill people. Born in 1945, Bradon joined the marines after 18th birthday. He had killed his first man three years earlier in a hunting "accident". Smart, and affable, Bradon managed to fool a great many people during his 24 year career. He saw action in Korea and Vietnam. During these conflicts he began a "side career" as an arms dealer for the criminal element. Taking an honorable discharge at the age of 42, he used his connections to start a legitamate business as a weapons designer with contract with several governments. As a side venture, he sought a way to become immortal. In a world of superheroes and supernatural beings he figured there had to be a way. After another 7 years as a businessman, his pet scientists developed a formula that if not exactly offering him immortality, rolled back the clock on his body. Now with the physique and abilities of a world class athlete in his peak; Quinn donned an armored uniform, a black mask and a couple of personally created and modified .44 Magnums. Now as Major Magnum, he kills people all over the world. Recently, he was "unmasked" by a vigilante in San Fransisco. The Military knows the scpoe and depth of his criminal career while in their employ and seek his capture. His legitimate business is now defunct and he lives off of his work as a killer and the black market trade of weapons.
Powers/Tactics: A skilled marksman and hand to hand combatant. Major Magnum prefers to fight at a distance. He will take the fight to the opponent if he thinks he can take them hand to hand.
Campaign Use: A merc with a heavy dose of offense.


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

Player: NPC

Val  Char   Cost
20  STR10
23  DEX39
20  CON20
10  BODY0
23  INT13
17  EGO14
20  PRE10
14  COM2
 
8/23  PD4
8/23  ED4
6  SPD27
10  REC4
40  END0
40  STUN10
 
6"  RUN0
2"  SWIM0
4"  LEAP0
Characteristics Cost: 157

Cost  PowerEND
18  Bulletproof Spandex: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
20  Looks Like I Win Again: Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 24- (30 Active Points); Costs Endurance (-1/2) 3
17  Precognition: Precognitive Clairsentience (Sight And Hearing Groups) (50 Active Points); Precognition Only (-1), Vague and Unclear (-1/2), Time Modifiers (-1/2) 5
24  Precognitive Aim: +6 with All Combat (48 Active Points); Only To Increase OCV (-1/2), Costs Endurance (-1/2) 5
27  Precognitive Defense: +8 with DCV (40 Active Points); Costs Endurance (-1/2) 4
32  Premonitions: Danger Sense (Immediate Vicinity, Any Danger, Function as a Sense) 14- 
  Gimmick Cape 
12  1) Bladed Cape: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); IAF (-1/2), Limited Range (2"; -1/4) 0
6  2) Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1) 0
32  3) Teleportation Cape: Teleportation 30", x2 Increased Mass (65 Active Points); OAF (-1) 6
  Gimmick Mask 
5  1) Mindshield: Mental Defense (11 points total) (8 Active Points); OIF (-1/2) 0
3  2) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
5  3) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
8  4) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3  5) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 212

Cost  Martial Arts Maneuver
  Tae Kwon Do 
4  1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
5  2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 
5  4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike 
4  5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 
4  6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
4  7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 
5  8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 
3  9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls 
1  10) Weapon Element: Blades 
1  11) Weapon Element: Clubs 
1  12) Weapon Element: Karate Weapons 
1  13) Weapon Element: Staffs 
Martial Arts Cost: 42

Cost  Skill
3  Acrobatics 14- 
3  Analyze: Combat 14- 
3  Breakfall 14- 
3  Bureaucratics 13- 
3  Climbing 14- 
3  Concealment 14- 
3  Conversation 13- 
3  Criminology 14- 
3  Deduction 14- 
3  High Society 13- 
3  Interrogation 13- 
3  Lockpicking 14- 
2  Navigation (Land) 14- 
3  Paramedics 14- 
3  Persuasion 13- 
3  Scholar 
2  1) KS: Blue Collar Crime (3 Active Points) 14- 
2  2) KS: Criminal Law (3 Active Points) 14- 
2  3) KS: Dirty Politics (3 Active Points) 14- 
2  4) KS: Drug Trafficking (3 Active Points) 14- 
2  5) KS: Embezzlement and Fraud (3 Active Points) 14- 
1  6) KS: Legends And Lore (2 Active Points) 11- 
2  7) KS: Organized Crime (3 Active Points) 14- 
2  8) KS: Smuggling (3 Active Points) 14- 
2  9) KS: Street Gangs (3 Active Points) 14- 
1  10) KS: Tae Kwon Do (2 Active Points) 11- 
2  11) KS: Terrorism (3 Active Points) 14- 
2  12) KS: The Black Market (3 Active Points) 14- 
2  13) KS: The Underworld (3 Active Points) 14- 
3  Security Systems 14- 
3  Seduction 13- 
3  Shadowing 14- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
2  Survival (Urban) 14- 
3  Teamwork 14- 
2  WF: Common Martial Arts Melee Weapons 
Skills Cost: 96

Cost  Perk
40  Followers: Thugs 
12  Contact: ARGENT (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11- 
1  Fringe Benefit: International Driver's License 
1  Fringe Benefit: Press Pass 
15  Money: Filthy Rich 
2  Reputation: Rising Crime Lord (A medium-sized group) 11-, +2/+2d6 
35  Vehicles & Bases: High Rise Building 
Perks Cost: 106

Cost  Talent
12  Combat Luck (6 PD/6 ED) 
15  Lightning Reflexes: +10 DEX to act first with All Actions 
Talents Cost: 27

Val  Disadvantages
10  Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
20  Hunted: FBI 8- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: Nighthawk 8- (As Pow, Harshly Punish) 
15  Hunted: Rival Crimelord 8- (As Pow, NCI, Harshly Punish) 
10  Psychological Limitation: Haughty and Irritating (Common, Moderate) 
10  Psychological Limitation: Overconfidance (Common, Moderate) 
10  Psychological Limitation: Perfectionist (Common, Moderate) 
10  Reputation: Can see into the future, 8- (Extreme) 
10  Rivalry: Professional (Mr White; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
15  Unluck: 3d6 
Disadvantage Points: 135

Base Points: 200

Experience Required: 305

Total Experience Available: 305

Experience Unspent: 0

Total Character Cost: 640


Height: 1.70 mHair: Black
Weight: 91.00 kgEyes: Brown
Appearance: A handsome man of slightly below average height with a sturdy, muscualr build. He wears a black costume with silve trim and a black cloak also with a silver linging at its end. (Inspired by Storn Cook's Archangel commission for Richard Logue)...
Personality: Become a master criminal. He wants to run Millennium City. He is arrogant and overconfident. He demand perfection in himself and his agents.
Quote:"I knew you'd say that."
Background: Raul Perez was always a dreamer. He knew that he'd be famous one day. That was the last time he was wrong about anything. When he turned 14 he began having visions. These snippets often told him of future events. Seemingly overnight he went from a poor inner city youth to an up and coming crime figure. He studied martial arts and various legitimate and illegitimate trades as he slowly put together a nice resume as a super powered criminal. Then he turned his attention to forming his own gang. Things seemingly are falling into place for Raul; he has been having rather troubling dreams of late however.
Powers/Tactics: The ability to see the future. Master Destiny has developed plenty of combat oriented uses for his powers and backs them with his exotic weaponry.
Campaign Use: Crime lord. Use as is.


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

Player: NPC Minor Villain

Val  Char   Cost
15/45  STR5
15/20  DEX15
15/20  CON10
12  BODY4
18  INT8
13  EGO6
10/20  PRE0
10  COM0
 
5/26  PD2
4/25  ED1
3  SPD5
6  REC0
30  END0
30  STUN2
 
6"  RUN0
2"  SWIM0
3"/9"  LEAP0
Characteristics Cost: 58

Cost  PowerEND
  Porcupine Costume, all slots OIF (-1/2) 
22  1) Exoskeleton Standard OIF 14-: Armor (15 PD/15 ED) (45 Active Points); Activation Roll 14- (-1/2), OIF (-1/2) 0
3  2) Nightsight: Nightvision (5 Active Points); OIF (-1/2) 0
12  3) Porcupine Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
21  4) Porcupine Quills: Killing Attack - Hand-To-Hand 1d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); OIF (-1/2), No STR Bonus (-1/2), Activation Roll 14- (-1/2) 0
10  5) Quill Blaster: RKA 1d6 (15 Active Points); OIF (-1/2) 1
7  6) Powered Armor Springboots: Leaping 10" (10 Active Points); OIF (-1/2) 1
10  7) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) 0
10  8) Sight Magnification System: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
15  9) Strength Augmentation: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
7  10) Reaction Improvment: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
5  11) Sturdy CONstruction: +5 CON (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
7  12) More Impressive in his suit: +10 PRE (10 Active Points); OIF (-1/2) 
6  13) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2) 0
4  14) Thermalvision, High-Powered: N-Ray Perception (stopped by walls or like objects 1/2" thick or thicker, force fields, or anything that would block the ability to sense heat) (Sight Group) (10 Active Points); Limited Effect (can only see what could be seen with Infrared Perception; -1), OIF (-1/2) 0
  Onboard Computer, all slots OIF (-1/2) 
2  1) Clock: Absolute Time Sense (3 Active Points); OIF (-1/2) 
2  2) Compass: Bump Of Direction (3 Active Points); OIF (-1/2) 
2  3) Processor: Lightning Calculator (3 Active Points); OIF (-1/2) 
3  4) Electronic Key: Security Systems 10- (5 Active Points); OIF (-1/2) 
3  5) Math Programs: SS: Mathematics 11- (4 Active Points); OIF (-1/2) 
Powers Cost: 151

Cost  Skill
10  +2 with HTH Combat 
2  Computer Programming (Personal Computers) 13- 
3  Electronics 13- 
3  Inventor 13- 
3  Mechanics 13- 
3  Paramedics 13- 
3  Streetwise 11- (13-) 
2  Survival (Urban) 13- 
4  Systems Operation (Communications Systems, Radar, Sonar) 13- 
5  Weaponsmith (Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 13- 
Skills Cost: 38

Cost  Perk
5  Money: Well Off 
1  Contact: Black Market 8- 
9  Contact: ARGENT (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8- 
Perks Cost: 15

Val  Disadvantages
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Reputation: Luaghable Supervillain, 11- 
15  Psychological Limitation: Eager To prove himself (Very Common, Moderate) 
15  Psychological Limitation: Proud of his Armor (Common, Strong) 
15  Hunted: Cavalier 8- (Mo Pow, Harshly Punish) 
15  Hunted: Police 8- (As Pow, NCI, Harshly Punish) 
Disadvantage Points: 85

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 262


Height: 1.65 mHair: Brown
Weight: 60.00 kgEyes: Brown
Appearance: A short and skinny man with thinning brown hair and brown eyes. Wears jeans and button down shirts. The Quillmaster armor brings his height to about 6' and provides a muscular, impressive physique surrounded by razor sharp quills. He's a joke in his chosen profession but civillians are afraid of him.
Personality: Make a name for himself as a supervillain. Earn respect.
Quote:"Fear the Quillmas- HEY! STOP LAUGHING AT ME!"
Background: David Doorman was kicked around all his life. Smart enough to make a fine career as an engineer, he wanted more. He wanted revenge on a world that treated him badly. Taking his childhood love of porcupines to a foolishly personal level, he developed the Quillmaster battle suit. Unable to create reliable energy weapons fast enough, he stuck to the needlers and quill launchers. A light exoskeleton increases his strength to superhuman levels and he is a credible threat to a team of UNTIL agents, provided they are rookies.
Powers/Tactics: Fire Quill launcher, wade into hand to hand combat with enhanced strength.
Campaign Use: Not ment to be a credible threat.


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

Player: NPC Villian

Val  Char   Cost
15  STR5
17  DEX21
25  CON30
12  BODY4
13  INT3
11  EGO2
15  PRE5
12  COM1
 
5/13  PD2
5/25  ED0
4  SPD13
10  REC4
50  END0
40  STUN7
 
7"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 97

Cost  PowerEND
75  Acid Emmission: Multipower, 75-point reserve 
5u  1) Acid Cloud: Killing Attack - Ranged 1d6, Area Of Effect (One Hex; +1/2), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (52 Active Points) 5
1u  2) Acid Control: Telekinesis (10 STR), Affects Porous (25 Active Points); Only Works On Acid (-1 1/2) 2
4u  3) Acid Projection: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); Limited Range (8") (-1/4) 4
34  Acid Blood: (Total: 75 Active Cost, 34 Real Cost) Killing Attack - Ranged 1d6, Personal Immunity (+1/4), Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (64 Active Points); Only Works Against Objects Which Cause BODY Damage (-1), Always On (-1/2), 20 Charges which Recover every 1 Week (-1/4) (Real Cost: 23) plus Acid Blood: Autofire (20 shots; +1 1/2); No Conscious Control (Depends On BODY Damage Taken) (Shots Used Depends On BODY Taken; -1) for up to 15 Active Points (11 Active Points) (Real Cost: 11) 1
11  Acid-Proof: Armor (0 PD/12 ED), Hardened (+1/4) (22 Active Points); Only Works Against Limited Type Of Attack Acid (-1) 0
16  Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
2  Athletic: Running +1" (7" total) 1
11  Auto-Pistol: RKA 1d6+1, 8 clips of 8 Charges (+0), Autofire (3 shots; +1/4) (25 Active Points); OAF (-1), No Knockback (-1/4) [8]
2  Can eat ANYTHING: LS (Eating Character does not eat) (3 Active Points); Won't work if there is no matter for him to eat (-1/4) 0
1  Sturdy Lungs: LS (Extended Breathing: 1 END per Turn) 0
Powers Cost: 162

Cost  Skill
8  +1 with All Combat 
2  +2 with Auto-Pistol 
15  +3 with HTH Combat 
3  Concealment 12- 
3  Demolitions 12- 
2  KS: The Black Market 11- 
2  KS: The Supherhero World 11- 
3  Lockpicking 12- 
3  Mechanics 12- 
3  Power: Acid Control 11- 
3  Shadowing 12- 
3  Stealth 12- 
3  Streetwise 12- 
4  Survival (Urban) 13- 
3  TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 
2  WF: Small Arms 
Skills Cost: 62

Cost  Perk
25  Vehicles & Bases: Motorcycle 
1  Reputation: Master Thief (A small to medium sized group) 8-, +1/+1d6 
Perks Cost: 26

Cost  Talent
3  Absolute Time Sense 
Talents Cost: 3

Val  Disadvantages
5  Distinctive Features: Neon Green hair and eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Distinctive Features: Acrid Smell (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 
25  Hunted: FBI 11- (Mo Pow, NCI, Harshly Punish) 
10  Hunted: The Fist (or Vigilante from your Campagin) 8- (As Pow, Harshly Punish) 
10  Physical Limitation: Acidic biostructure makes medicating him difficult; -3 to Paramedics Rolls (Infrequently, Greatly Impairing) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Psychological Limitation: Arrogant; thinks he's the Sh!T (Very Common, Moderate) 
20  Psychological Limitation: Casual Killer (Common, Total) 
10  Reputation: Sadistic Murderer, 8- (Extreme) 
15  Social Limitation: Secret Identity: Donald Porter (Frequently, Major) 
Disadvantage Points: 130

Base Points: 200

Experience Required: 20

Total Experience Available: 20

Experience Unspent: 0

Total Character Cost: 350


Height: 1.75 mHair: Green
Weight: 75.00 kgEyes: Green
Appearance: A man of average height and build; Seether is notable for his neon green hair and eyes, and his rather pungent odor. He wears a black bodysuit with a green, dripping "S" on his chest. His gloves, boots, and trunks (yes, he wears trunks) are also neon green.
Personality: Greed is good. Seether enjoys money and he can never get enough. He commands high fees for his "Jobs" be they burlary, enforcement, or assassination. He enjoys fighting "normals" whom he can bully without real fear of reprisal.
Quote:"This should only hurt forever."
Background: Donny Porter is a mutant whose body is highly acidic. He can literally spit acid as well as create and control it psionically. He has made a living as a burgler and safe cracker using his acidic powers to eat away at the vaults he breaks into. He is very difficult to contain. Donny took the name Seether from a song, it has little to do with his powers. Seether has worked with VIPER and other criminal organizations; and he has worked as an assassin. Life has no meaning to him and he has killed quite a few would be captors. He is hunted by the Fist; a superhuman vigilante of mid level power. Seether works pretty well with other supervillains.
Powers/Tactics: Disable your foe and slowly kill them. Tha's Seether's motto. If they give him too much of a fight, he will flee. He tends to avoid "brick" looking or armored foes as they have the highest likelyhood of being able to resist his attacks. The handgun is for when he is at a range disadvantage.
Campaign Use: Expensive but not necessarily a 350 pt villain. He isn't likely to be a real threat to the average hero but as a part of a team or against Low-Level heroes he can be a frightening encounter.


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

Player: NPC Master Villain

Val  Char   Cost
75  STR15
25  DEX45
50  CON80
25  BODY30
20  INT10
25  EGO30
40  PRE30
22  COM6
 
15/67  PD10
15/62  ED5
6  SPD25
15  REC0
150  END25
100  STUN37
 
6"  RUN0
2"  SWIM0
15"  LEAP0
Characteristics Cost: 348

Cost  PowerEND
250  Telekinetic Mastery: Multipower, 200-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (250 Active Points) 
15u  1) Telekinetic Onslaught: Telekinesis (100 STR) (150 Active Points) 7
5u  2) Telekinetic Manipulation: Telekinesis (30 STR), Fine Manipulation (55 Active Points) 2
17u  3) Area Telekinesis II: Telekinesis (50 STR), Area Of Effect (8" Radius; +1), Selective Target (+1/4) (169 Active Points) 8
6u  4) Expanded Telekinesis I: Telekinesis (30 STR), Fine Manipulation, Porous (65 Active Points) 3
8u  5) Expanded Telekinesis II: Telekinesis (20 STR), Porous (gases), Area Of Effect (4" Radius; +1) (80 Active Points) 4
7u  6) Blunt Object Tossing: Energy Blast 15d6 (75 Active Points) 3
10u  7) Lots of Blunt Objects (Or REALLY BIG ONES): EB 10d6, Area Of Effect (5" Radius; +1) (100 Active Points) 5
10u  8) Lots of Sharp Objects: RKA 3d6+1, Area Of Effect (5" Radius; +1) (100 Active Points) 5
7u  9) Sharp Object Tossing: Killing Attack - Ranged 5d6 (75 Active Points) 3
6u  10) The Big Squeeze: Energy Blast 6d6, No Normal Defense (PD Force Field, Force Wall, or LS: Self-Contained Breathing; +1) (60 Active Points) 3
4u  11) Close Your Eyes: Sight Group Flash 3d6, No Normal Defense (anything that prevents the character from clearly seeing the victim's eyes, or not having eyelids; +1/2), Continuous (+1) (37 Active Points) 2
4u  12) Close Your Eyes: Sight Group Flash 3d6, No Normal Defense (anything that prevents the character from clearly seeing the victim's eyes, or not having eyelids; +1/2), Continuous (+1) (37 Active Points) 2
7u  13) Greater Crushing I: Killing Attack - Ranged 4d6, Indirect (Any origin, always fired away from attacker; +1/2) (90 Active Points); No Knockback (-1/4) 4
4u  14) Greater Energy Manipulation: Telekinesis (40 STR) (60 Active Points); Only Works On Energy (-1/2) 3
10u  15) Lockdown: Entangle 5d6, 5 DEF, Continuous (+1) (100 Active Points) 5
4u  16) Telekinetic Greatsword: Killing Attack - Hand-To-Hand 2 1/2d6 (5d6+1 w/STR) (40 Active Points) 2
10u  17) Telekinetic Blast: Energy Blast 20d6 (100 Active Points) 5
10u  18) Telekinetic Assault: Energy Blast 12d6, Indirect (Any origin, any direction; +3/4) (105 Active Points) 5
10u  19) Expanded Telekinetic Attack: Energy Blast 10d6, Area Of Effect (5" Radius; +1) (100 Active Points) 5
6u  20) Power Lance: Killing Attack - Ranged 2d6, Penetrating (x2; +1) (60 Active Points) 3
3u  21) Telekinetic Fists of Power: +50 STR (50 Active Points); No Figured Characteristics (-1/2) 2
22  Telekinetic Mastery: Elemental Control, 44-point powers 
6  1) Telekinetic Defenses: Armor (15 PD/15 ED) (45 Active Points); Costs Endurance (-1/2), Only Provides Armor Up To DEF and BODY Of Objects (-1/2), Activation Roll 14- (-1/2), Ablative BODY Only (-1/2), OIF (objects of opportunity) (-1/2) 4
23  2) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points) 4
48  3) Telekinetic Wall: Force Wall (16 PD/12 ED) (70 Active Points) 7
42  4) Telekinetic Whirlwind: (Total: 121 Active Cost, 51 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); OIF (objects of opportunity) (-1/2), Ablative BODY Only (-1/2) (Real Cost: 12) plus Energy Blast 6d6, Personal Immunity (+1/4), Area Of Effect (7" Radius; +1), Continuous (+1) (97 Active Points); OIF (objects of opportunity) (-1/2), No Range (-1/2), Linked to Force Field (1d6 per 2 PD/ED FF) (-1/4), No Knockback (-1/4) (Real Cost: 39) 12
22  5) Faster Telekinetic Flight: Flight 15" (30 Active Points) 3
12  Come Along For The Ride: Usable By 4 Others on Flight (18 Active Points); Must Remain Within 10" of Character (-1/2) 2
Powers Cost: 588

Cost  Martial Arts Maneuver
  Boxing, Modern 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 85 STR for holding on 
4  3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 17d6 Strike 
5  4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 19d6 Strike 
3  5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 
1  6) Weapon Element: Cestus 
Martial Arts Cost: 20

Cost  Skill
10  +2 with HTH Combat 
30  +6 with Ranged Combat 
    
3  Bribery 17- 
3  Bureaucratics 17- 
6  Gambling (Board Games, Card Games, Dice Games) 13- 
3  High Society 17- 
3  Interrogation 17- 
3  Language: English (completely fluent) 
4  Language: Portuguese (idiomatic) 
0  Language: Spanish (idiomatic) (4 Active Points) 
3  Oratory 17- 
3  Paramedics 13- 
3  Persuasion 17- 
13  Power: Telekinetic Tricks 18- 
3  Scholar 
1  1) KS: Boxing (2 Active Points) 11- 
1  2) KS: Criminal Underworld (2 Active Points) 11- 
2  3) KS: Military/Mercenary/Terrorist World (3 Active Points) 13- 
2  4) KS: South American History (3 Active Points) 13- 
2  5) KS: South American Politics (3 Active Points) 13- 
2  6) KS: World Politics (3 Active Points) 13- 
3  Seduction 17- 
6  Survival (Temperate/Subtropical, Tropical, Mountain) 13- 
1  WF: Blades, Clubs, Fist-Loads, Unarmed Combat 
Skills Cost: 110

Cost  Perk
5  Computer Link 
25  Vehicles & Bases 
30  Vehicles & Bases 
55  Follower 
9  Contact: Guerilla Fighters in South America (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 
8  Fringe Benefit: International Driver's License, Membership: Divine Right, Passport, Security Clearance: Divine Right 
10  Money: Wealthy 
6  Reputation: Underground Hero (A medium-sized group) 14-, +3/+3d6 
Perks Cost: 148

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
10  Hunted: GENOCIDE 8- (As Pow, Harshly Punish) 
20  Hunted: The Current Regimes of South America 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 
10  Hunted: The New Victories 8- (As Pow, Harshly Punish) 
20  Psychological Limitation: Megalomaniacal; Believes its his destiny to Rule all of South America (Common, Total) 
15  Psychological Limitation: Vain; Arrogant (Common, Strong) 
20  Psychological Limitation: Honorable; His word is his bond. Respectful and Courteous (Common, Total) 
10  Reputation: Enigmatic Power , 11- 
5  Rivalry: Professional (Professeou Muerte; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
5  Rivalry: Professional (Stalker; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
Disadvantage Points: 125

Base Points: 500

Experience Required: 589

Total Experience Available: 589

Experience Unspent: 0

Total Character Cost: 1214


Height: 1.80 mHair: Brown
Weight: 80.00 kgEyes: Brown
Appearance: A handsome man of mixed Spanish and Portuguese decent. He has brown hair and eyes, a dark complexion and chiseled features. He is stronger than he looks and occasionally can be drawn into fisticuffs with even superhuman opponents. He wears stylized golden armor plates over a black stasis cloth bodysuit with a purple cape held by ornate silver crosses at his collar. He wears a cowl that doesn't cover his face but does enough concealment to keep him from being on the cover of the newspapers all the time.
Personality: The Golden Emperor is just another self important, arrogant, vain, egotistical wannabe master villain. Cortez is sure he can do a better job of leading the peoples of South America than the weaklings and drug runners that do so know. He has little popular support but is waging his war for the hearts and minds of the citizens as well as the control he desires.
Quote:"True, when I am king there will be changes; for instance, you will no longer pass this filth amongst our children!"
Background: Esteban is a seemingly immortal mutant. Born roughly 75 years ago (he doesn't really say, and might be quite a bit older), he realized that the current governments of South America could not handle the burden of leading a peoples. Although powerful, he lacked the resources and backing to take over a continent. He attempted to wrest Columbia from the drug dealers that ruled by proxy but was rebuked. Escaping without great injury he traveled to Europe to rebuild. It was there that he was approached by a group of similarly minded men and women of power. After a period of "adjustment" he was allowed into the ranks of the Divine Right. Cortez has claimed his homeland of South America as his domain. Using the capital of his new organization, he has filled the vacuum left by the dispersal of the original Terror Incorporated.
As the Golden Emperor, he brings his considerable telekinetic might to bear only in dire occasions. His well armed and trained agents and loyal followers do most of his dirty work. He is seen somewhat as an underground hero for his opposition to the violent drug cartels that seem to run every thing south of the United States border.
Powers/Tactics: The Golden Emperor is one of the most powerful telekinetics in the world. Menton has his telepathic abilities to give him an edge, but in a pure TK contest Cortez would devastate him. Cortez is subtle and rarely makes grand gestures of power. He does, however, take personal challenges seriously and feels that honor demands he fight with all his savvy and might.
Campaign Use: The Golden Emperor is a master villain with motives that, at least for the short term, are concurrent with most heroes (battling Drug Lords). However, he does enough illegal activities to make him a sympathetic foe, rather than a cautious ally. He doesn't hesitate to lend his aid to those in need if only because that makes them beholden to him.


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

Player: NPC; Villain

Val  Char   Cost
10  STR0
20  DEX30
25  CON30
12  BODY4
25  INT15
14  EGO8
25  PRE15
12  COM1
 
5/30  PD3
5/30  ED0
5  SPD20
20  REC26
50  END0
50  STUN20
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 172

Cost  PowerEND
157  Dimensional Manipulation: Multipower, 157-point reserve 
5u  1) Banishment: Extra-Dimensional Movement (Single Dimension), Ranged (+1/2), Usable As Attack (+1) (50 Active Points) 5
6u  2) Danger Portal: Energy Blast 8d6, Variable Special Effects (Any SFX; +1/2) (60 Active Points) 6
14u  3) Dimension Gate: Extra-Dimensional Movement (Any Dimension, Any Location), Area Of Effect (One Hex; +1/2), Continuous (+1), Usable As Attack (+1) (140 Active Points) 14
5u  4) Dimensional Rip: Energy Blast 12d6 (60 Active Points); No Knockback (-1/4) 6
4u  5) Dimensional Trap: Entangle 6d6, 6 DEF (60 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Dimensional attacks; -1/4) 6
2u  6) Dimensional Window: Clairsentience (Sight And Hearing Groups) (30 Active Points); Visible (-1/4) 3
3u  7) Reach Tunnel: Stretching 8", Does Not Cross Intervening Space (+1/4) (50 Active Points); No Velocity Damage (-1/4), Range Modifier Applies (-1/4) 5
4u  8) Sending: Teleportation 8", Ranged (+1/2), Usable As Attack (+1) (40 Active Points) 4
4u  9) True Dimension-Walking: Extra-Dimensional Movement (Any Dimension, Any Location) (40 Active Points) 4
  Master of the Dimensions 
20  1) Dimensional Flicker: +6 with DCV (30 Active Points); Costs Endurance (-1/2) 3
50  2) Dimensional Shunt Field: Force Field (25 PD/25 ED) 5
30  3) Multi-Dimensional Form: (Total: 30 Active Cost, 30 Real Cost) +15 Mental Defense (18 points total) (Real Cost: 15) plus Power Defense (15 points) (Real Cost: 15) 0
40  4) Sovereign of the Winds: Flight 20" 4
Powers Cost: 344

Cost  Skill
3  Power: Dimensional Powers 14- 
2  KS: Artifacts & Relics 11- 
2  KS: Dimensional Gateways 11- 
2  KS: Legends And Lore 11- 
0  Language: English (idiomatic) (4 Active Points) 
4  Language: Latin (completely fluent; literate) 
4  Navigation (Astral, Dimensional, Land) 14- 
3  Oratory 14- 
3  Paramedics 14- 
3  Persuasion 14- 
3  Seduction 14- 
3  Tactics 14- 
Skills Cost: 32

Cost  Talent
25  Universal Translator 19- 
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
42  Danger Sense (any area, any danger, Function as a Sense) 14- 
Talents Cost: 76

Val  Disadvantages
10  Distinctive Features: Tall and Gaunt. Almost skeletal (Easily Concealed; Always Noticed and Causes Major Reaction (Creepy); Detectable By Commonly-Used Senses) 
15  Enraged: If mocked or ridiculed (Common), go 8-, recover 11- 
30  Hunted: DEMON 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Psychological Limitation: Seeks absolute Power (Common, Strong) 
15  Psychological Limitation: Serious, grim (Very Common, Moderate) 
20  Psychological Limitation: Totally Arrogant; self angrandizing (Common, Total) 
10  Reputation: Almost a Mastervillain, 11- 
5  Rivalry: Professional (Tesseract; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Public Identity (Frequently, Major) 
5  Vulnerability: 1 1/2 x BODY Earth Based Attacks (Uncommon) 
10  Vulnerability: 2 x STUN Earth Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 274

Total Experience Available: 274

Experience Unspent: 0

Total Character Cost: 624


Height: 2.00 mHair: Bald
Weight: 65.00 kgEyes: Gray
Appearance: Tall, bald with pale bluish-white skin and gray eyes. He wears black robes with crimson trim and golden symbols and runes on the back, over the heart and down each sleeve. HIs black cloak is held with a golden pin that resembles an open eye.
Personality: Completely convinced of the vast powers handed to him by the Well of Worlds, Void Master is a legend in his own mind. He feels he is the most powerful being on the planet and any question or ridicule of these ideas can send him into a rage.
Quote:"I walk the universes and take what I need. Your life means nothing to me."
"Ow."
Background: Ryan Jackson is this close to being a world menace. A student of the occult, he found a powerful artifact at a curio shop in Philadelphia. The artifact, the so-called Well of Worlds, a silver ring that gave the posessor who knew the right ritual near absolute powers of dimensional travel, was procured by DEMON. The Curio shop was a front and Ryan happened to look eerily similar to the morbane who was to be picking it up.
When the mistake was uncovored, the DEMON agents in the area converged on Ryan's address. They were positive that he didn't know the ritual and sought the "perfect" opporotunity to kill him and recover the artifact without arousing suspicion. However, Ryan did know the ritual. He had been studying it and, although he didn't believe he had the actual ring, he had performed the ritual anyway, as practice.
The DEMON agents broke into an empy apartment. Literally, there was nothing there. Casting nervous glances at each other, they left to meet their fates with their masters.
A full six months later, Ryan appeared in the middle of Millennium CIty and demanded the city give him 40 Billion dollars or he would transport them to Hell. This gambit was halted by the MC-8 and he spent the night in jail (escaping the next morning after sleeping of the beating).
Since then he has attempted ever grander thefts and conquests. Each time being stopped by (in his mind) the "barest of margins".
Powers/Tactics: His abilities are terrifying to behold. He opens rifts in the dimensional fabric of the universe to achieve his ends. He can teleport, fly, taverse dimensions, summon any energy he desires, and banish his foes to untold dimensions. He is resiliant to most attack forms. Apparently he has attuned himself to the elemental plane of air. He can fly underhis own power and takes double damage from earth based attacks.
Campaign Use: A near conquerer. If he's too tough, get rid of his Banishment ability. If he's not tough enough give him a few more "Soverign of the Winds" abilities.