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

Player: NPC; Member of the Pressgang

Val  Char   Cost
40  STR10
15  DEX15
20  CON20
20  BODY20
9  INT-1
13  EGO6
20  PRE10
10  COM0
 
16/40  PD8
16/40  ED8
4  SPD15
10  REC4
60  END10
50  STUN10
 
6"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 135

Cost  PowerEND
15  Metallic Form: Elemental Control, 30-point powers 
10  1) Fists of Steel: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
30  2) It's Like Hitting A Battleship!: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 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 Getting Grabbed By The Character (-1/2) 0
18  3) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+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
75  4) Tougher Metal Body: (Total: 108 Active Cost, 87 Real Cost) Armor (24 PD/24 ED) (72 Active Points); Visible (-1/4) (Real Cost: 58) plus Knockback Resistance -4" (Real Cost: 8) plus +20 STR (20 Active Points); No Figured Characteristics (-1/2) (Real Cost: 13) plus +4 PD (Real Cost: 4) plus +4 ED (Real Cost: 4) 2
20  Supertough 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
Powers Cost: 168

Cost  Skill
30  +6 with HTH Combat 
3  Demolitions 11- 
2  KS: Hazmat Control and Cleanup 11- 
2  KS: Millennium City Underworld 11- 
3  Mechanics 11- 
3  Streetwise 13- 
Skills Cost: 43

Cost  Perk
3  Fringe Benefit: Membership: The Pressgang 
2  Reputation: Respected Supervillain (A medium-sized group) 11-, +2/+2d6 
Perks Cost: 5

Cost  Talent
3  Bump Of Direction 
Talents Cost: 3

Val  Disadvantages
20  Distinctive Features: Metal Man (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: Ironclad 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
5  Physical Limitation: Great weight (over 500lbs) (Infrequently, Slightly Impairing) 
10  Physical Limitation: Requires specialized medical assistance; -7 to Paramedics rolls (Infrequently, Greatly Impairing) 
15  Psychological Limitation: Casual with violence. (Very Common, Moderate) 
15  Psychological Limitation: Craves respect (Common, Strong) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Psychological Limitation: Loyal to Employer (Common, Strong) 
15  Social Limitation: Public Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 4

Total Experience Available: 4

Experience Unspent: 0

Total Character Cost: 354


Height: 1.90 mHair: Grey
Weight: 240.00 kgEyes: Grey
Appearance: A man of above average height with a thick, burly build. He is seemingly made out of gray metal. He wears black pants with no shirt, red boots, belt, and guantlets.
Personality: Anvil is a practical if less than moral fellow. He seeks wealth and security and he's not afraid to take personal risks for great rewards. He gets along well with the rest of the group and enjoys the perks of working for an established team with a good reputation. In combat he is aggressive and has had to tone these impulses down as Artillery likes to have him around for "protection".
Quote:"Prepare to get flattened!"
Background: George isn't sure how he was transformed into a living metal being by an industrial accident, but he has accepted it. He began working as a small time enforcer for a local crime family; but when the Pressgang was hired to eliminate them; George, as Anvil, was beaten and managed to be the only survivor. After he awoke, he saw Artillery standing above him.
"You're a good fighter; I'd like you to join my team. I'd hate to have to kill you like we did your friends."
"Screw you!" Anvil tried to club the smirking Artillery, but he was held by Humongous and he couldn't break free.
"I'll give you a chance to reconsider."
Looking around at the carnage in the room, Anvil agreed. Surprisingly, he hasn't regretted it. Artillery is a good leader and treats him with respect. Anvil is generally Artillery's bodyguard during combat; his high defenses shielding his boss from physical attacks.
Powers/Tactics: Stay close to Artillery and bash anyone who gets in your face.
Campaign Use: Anvil is a brick but lacks the lifting power of many of his contemporaries. He hits hard though and is very resiliant. He does have a weakness to Electrical, Magnetic, and rust themed attacks. He hasn't yet found a "Melting Point" but he isn't eager to either. If you want to tone him down for your campaign, drop the "Fists of Steel" to +4D6 HA; and his DEF to 25. If he's lacking in combat worthiness, increase his STR to 45 or 50. He should be below the campaign average.


Artillery (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 Pressgang

Val  Char   Cost
13  STR3
16  DEX18
25  CON30
20  BODY20
13  INT3
11  EGO2
18  PRE8
12  COM0
 
5/10  PD2
10/15  ED5
4  SPD14
9  REC2
50  END0
40  STUN0
 
8"  RUN0
2"  SWIM0
2 1/2"  LEAP0
Characteristics Cost: 107

Cost  PowerEND
170  Bio-Electric Blast: EB 17d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Explosion, AE 1 Hex, Indirect, Autofire, Penetrating, and Increased Range only; +3/4) (170 Active Points) 7
33  Blast Punches: HA +5d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Explosion, AE 1 Hex, Indirect, Autofire, Penetrating, and Increased Range only; +3/4) (50 Active Points); Hand-To-Hand Attack (-1/2) 2
6  Energy Immunity: LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) 0
5  Energy Resiliance: Damage Resistance (10 ED) 0
60  Energy Resiliance: Energy Damage Reduction, Resistant, 75% 0
4  Fast on his Feet: Running +2" (8" total) 1
  Bikerwear Costume 
1  1) Lookin' Good: +2 COM; OIF (-1/2) 
4  2) Protection: Armor (2 PD/2 ED) (6 Active Points); OIF (-1/2) 0
8  3) Spikes And Metal Bits: Killing Attack - Hand-To-Hand 1 point, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (17 Active Points); No STR Bonus (-1/2), OIF (-1/2) 0
Powers Cost: 291

Cost  Skill
25  +5 with Ranged Combat 
3  Blaster Tricks 12- 
3  Combat Driving 12- 
3  Concealment 12- 
2  Forgery (Documents) 12- 
3  Gambling 12- 
3  Interrogation 13- 
3  KS: Blue Collar Crime 12- 
3  KS: Drug Trafficking 12- 
3  KS: Organized Crime 12- 
3  KS: Smuggling 12- 
3  KS: Street Gangs 12- 
3  Lockpicking 12- 
3  Persuasion 13- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 12- 
3  Streetwise 13- 
2  TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 
2  WF: Blades, Handguns 
Skills Cost: 79

Cost  Perk
3  Contact: Fence (Contact has useful Skills or resources) 11- 
3  Contact: Local Ganglord (Contact has access to major institutions, Contact has significant Contacts of his own) 8- 
3  Contact: VIPER Nest Leader (Contact has useful Skills or resources, Good relationship with Contact) 8- 
3  Fringe Benefit: Membership: Leader of the Pressgang 
2  Reputation: Professional Criminal Mercenary (A small to medium sized group) 11-, +2/+2d6 
Perks Cost: 14

Cost  Talent
3  Absolute Range Sense 
6  Combat Luck (3 PD/3 ED) 
Talents Cost: 9

Val  Disadvantages
10  Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
10  Distinctive Features: Unique Giger counter signature (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 
15  Hunted: Firewing 8- (Mo Pow, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Quasar 8- (As Pow, NCI, Harshly Punish) 
10  Physical Limitation: Hyperactive and jumpy (Frequently, Slightly Impairing) 
10  Psychological Limitation: Greedy (Common, Moderate) 
15  Psychological Limitation: Overconfident (Very Common, Moderate) 
15  Psychological Limitation: Short Tempered (Very Common, Moderate) 
10  Psychological Limitation: Vengeful (Uncommon, Strong) 
15  Reputation: Hugely powerful Villain, 11- (Extreme) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 150

Total Experience Available: 150

Experience Unspent: 0

Total Character Cost: 500


Height: 1.80 mHair: Brown
Weight: 83.00 kgEyes: Brown
Appearance: A ruggedly handsome man, Jacob (Jake) is just a shade under six feet tall, nearly 200lbs and built athletically, he has brown hair and often sports a mullet. He also has mutton chops and a permaleer. He wears spiked leather outfits that show of his muscles. He looks like a movie motorcycle gangmember (a little too "pretty" and clean for real life biker gangs).
Personality: Jacob is a happy man. He has managed to make quite a reputation for himself despite being a "one trick pony". He is tough as nails and doesn't take any gruff from others; but he knows his limitations and if at all possible fights under his own terms. He is the undisputed leader of the Pressgang and he has worked hard to train and devise missions and engagement rules that maximized their strengths and minimizes their weaknesses. The team is stronger than the sum of its parts and he is responsible for this.
Quote:"I don't know about you but I am having a BLAST!!"
Background: Jacob "Artillery" Presston is a nationally known and highly wanted supervillain. His powers are inborn mutations that give him the ability to discharge massive amounts of Bio-Electrical current. He has great control of the output and can create some frightening results. He became a superpowered criminal mercenary and has a good record. Recently he has gathered a group of like minded supervillains to a gang under his leadership. The Pressgang, as they are collectively called, are respected and can command a high price. Jacob is happy with things the way that they are. He has invested his money with an underworld fence who dabbles in day tradinig and soon Artillery thinks he and the Pressgang can retire.
Jacob has a few distinctions that have added to his reputation; he is one of the few people to go toe to toe with Firewing and come away from it unscathed (though in truth the fight was interrupted before it could get very far and Jacob hadn't proved capable of stopping Firewing); he also has traded blasts with Quasar of UNITY. He is number nine on PRIMUS's top ten most wanted villains, his high profile is due to his reported power, but he isn't higher since he doesn't seem to concerned with anything but mercenary work and doesn't directly attack American interests.
Powers/Tactics: Keep your foes away from you. Blow them to smitherines. Its an easy plan, but when you aren't the most mobile firing platform, you have to be extra careful.
The Blast Punch is something he developed out of necessity; he stands almost no chance in hand to hand combat, even with your average PRIMUS or UNTIL agent. He saves the punch for surprise attacks that might let him escape.
Campaign Use: Artillery is a one trick pony who leads a team of one trick ponies. He is meant to be tough but rather easy to overcome once you know his weakness. If he's too tough as it is, drop his Blast Punch; this gives him NO Hand to Hand abilitiy what so ever and if your heroes can close he's done. If you want to make him a more effective fighter, increase the armor value of his Biker-Wear, perhaps give him some other "Powerstunts" such as Missile Deflection, Flash, or increase his number of Advantages and bump the maximum advantage value.


Humongous (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 Pressgang

Val  Char   Cost
25/55  STR15
11  DEX3
25  CON30
25/31  BODY30
10  INT0
18  EGO16
15/25  PRE5
10  COM0
 
10/20  PD5
10/20  ED5
4  SPD19
10  REC0
50  END0
51/57  STUN0
 
18"  RUN0
2"  SWIM0
5"/21"  LEAP0
Characteristics Cost: 128

Cost  PowerEND
14  Gigantic Defense: (Total: 20 Active Cost, 14 Real Cost) +10 PD (10 Active Points); Linked (Huge Size; -1/2) (Real Cost: 7) plus +10 ED (10 Active Points); Linked (Huge Size; -1/2) (Real Cost: 7) 0
20  Gigantic Legs: Running +12" (18" total), Reduced Endurance (Half END; +1/4) (30 Active Points); Linked (Huge Size; -1/2) 1
10  Gigantic Resilience: Damage Resistance (15 PD/15 ED) (15 Active Points); Linked (Huge Size; -1/2) 0
30  Huge Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,400 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Costs END Only To Activate (+1/4) (37 Active Points); All or nothing. Can only grow to one size (-1/4) 3
7  Impressiveness: +10 PRE (10 Active Points); Linked (Huge Size; -1/2) 
6  Efficient Muscles: Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR 
  Brick Tricks, all slots Only when Grown (-1/4) 
19  1) Shockwave: Explosion on up to 55 STR, Hole In The Middle (38 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4), Only when Grown (-1/4) 4
20  2) Armsweep: Up to 60 STR: Area Of Effect (up to One Hex; +1/2) for up to 50 Active Points (25 Active Points); Only when Grown (-1/4) 2
16  3) Gigantic Leaps: Leaping +10" (5"/21" forward, 2 1/2"/10 1/2" upward) (Accurate, x4 Noncombat) (20 Active Points); Only when Grown (-1/4) 2
Powers Cost: 142

Cost  Skill
30  +6 with HTH Combat 
9  +3 with Grab, Haymaker, and Punch 
11  Climbing 15- 
3  Demolitions 11- 
2  Gambling (Poker) 11- 
3  KS: Extortion Rackets 11- 
2  KS: Street Culture 11- 
3  KS: The Underworld 11- 
3  Shadowing 11- 
3  Streetwise 12- (14-) 
2  Survival (Urban) 11- 
Skills Cost: 71

Cost  Perk
1  Reputation: A real Pro (A medium-sized group) 11-, +1/+1d6 
3  Fringe Benefit: Membership: Pressgang 
Perks Cost: 4

Cost  Talent
5  Lightning Reflexes: +5 DEX to act first with Activating Growth 
Talents Cost: 5

Val  Disadvantages
15  Enraged: When takes body (Uncommon), go 11-, recover 11- 
10  Hunted: Cavalier 8- (As Pow, Harshly Punish) 
10  Hunted: Ironclad 8- (As Pow, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: A follower not a leader (Common, Strong) 
15  Psychological Limitation: Enjoys the fear of others; bully (Very Common, Moderate) 
15  Psychological Limitation: Overconfident (Very Common, Moderate) 
10  Psychological Limitation: Violent and Intense (Common, Moderate) 
10  Reputation: Fearsome Villain, 11- 
5  Rivalry: Professional (Gargantuan; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Unluck: 2d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350


Height: 2.00 mHair: Brown (Shaves his head)
Weight: 100.00 kgEyes: Brown
Appearance: A hugely muscular man in a black skin-tight tee shirt, black and grey camouflage pants, a black belt, combat boots, and no mask. His identity is secret in that he had it erased. He shaves his head bald but wears a goatee. He also has four earrings in each ear and a tattoo of a shark on his left shoulder.
Personality: Humongous is a thug and a complacent one at that. He follows orders eagerly and if left to his own devices finds a bar and picks a fight. Even at his "small" size he's more than a match for your average bar patron. He loses his cool if he takes body, so Artillery doesn't use him as a human shield anymore. He gets along well with Anvil as the other "brick" of the team isn't as strong as he is and doesn't threaten his "schtick". He has a heated (and one-sided) rivalry with Gargantuan who is simply more powerful than he is.
Quote:"Hey little man, I am when I am done with you, you'll have thought a house hit you...say hi to Dorothy for me."
Background: Drew Harper does not tell anyone where ge got his powers. The fact that he doesn't know himself exactly helps keep the mystery. He was a homeless man up until three years ago, dropped out of highschool to sell drugs and then got into a fight with his supplier. Cut off and not really willing to "work for a living" he tried burglary, got caught and sent away for three years. His parents disowned him and he was on the streets. One day he awoke to a dull throbbing pain. He was much larger now. Taking his new found strength and toughness to one of the local "Dignity Villages" (a group of vagrants living together) he tried to steal anyhting of value from them. The cops busted the place and in a panic, he tried to flee. This activated his Growth and he shot up to about 20 feet tall. Drunk with power, he thrashed the cops and the vagrants and went off to get drunk. He was stopped cold by Ironclad a half hour later.
After getting out of prison a second time he was found by Artillery who gave him a job. Humongous was born
Powers/Tactics: Get big, smash things. Humongous isn't quite as durable as many bricks. He also lacks versatility, if a situation exists where he can't go to his full height, he's stuck as a normal, albiet strong, thug.
Campaign Use: A big rent a thug. If he's too tough for your needs, drop his "normal" STR to 20 and his Combat Levels to 3/2. If you want to make his rivalry with Gargantuan more viable, give him a second size up - add 3 to 6 levels of growth. However, he should only have three "Settings": Big, Medium, and Small. Also you might want to up his DEF to more than 20.


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

Player: NPC; Member of the Pressgang

Val  Char   Cost
15  STR5
18  DEX24
30  CON40
20  BODY20
15  INT5
11  EGO2
18  PRE8
13  COM2
 
8/12  PD5
8/12  ED2
5  SPD22
9  REC0
60  END0
45  STUN2
 
11"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 137

Cost  PowerEND
15  Rubbery Body: Elemental Control, 30-point powers 
12  1) Body Barrier: Force Wall (8 PD/6 ED) (Opaque Sight Group) (45 Active Points); Feedback (-1), No Range (-1/2) 4
20  2) Gotcha!: Entangle 2d6, 2 DEF, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Feedback (-1), Cannot Form Barriers (-1/4) 0
15  3) Malleable Body: Stretching 6" (30 Active Points) 3
10  4) Really Big Fist: Hand-To-Hand Attack +4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
10  5) Squeezing Through Cracks: Desolidification (affected by affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 4
22  6) Suffocate: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6
18  7) Body Double: Shape Shift (Hearing and Touch Groups, limited group of shapes), Imitation, Instant Change, Makeover (38 Active Points); Cannot alter color; merely shape (-1/4) 4
  Rubbery Body 
8  1) Bridgework: Flight 6", Usable By Other (+1/4) (15 Active Points); Not Usable By Character (-1/2), No Noncombat Movement (-1/4) 1
4  2) Molding To Surfaces: Clinging (normal STR) (10 Active Points); Costs Endurance (-1/2), Requires A Stretching Tricks Roll (-1/2), Cannot Resist Knockback (-1/4) 1
4  3) Parasail Form: Gliding 6" (6 Active Points); Lockout (Cannot use any other stretching powers; -1/2) 0
17  4) Peeking Around Corners: Clairsentience (Sight And Hearing Groups) (30 Active Points); No Range (-1/2), Visible (-1/4) 3
45  5) Rubbery Body: (Total: 45 Active Cost, 45 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0
29  6) Safety Pillow: Breakfall 23-, Usable By Other (+1/4) (29 Active Points) 3
10  7) Stretch-Sprinting: Running +5" (11" total) 1
8  Reinforced Costume: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2) 0
Powers Cost: 247

Cost  Skill
10  +2 with HTH Combat 
3  Acting 13- 
3  Breakfall 13- 
3  Bureaucratics 13- 
3  Concealment 12- 
3  Contortionist 13- 
3  Conversation 13- 
5  Cramming  
3  Disguise 12- 
2  Forgery (Documents) 12- 
3  High Society 13- 
2  KS: Superpowers 11- 
2  KS: The Superhuman World 11- 
3  Lockpicking 13- 
9  Mimicry 15- 
3  Paramedics 12- 
3  Persuasion 13- 
3  Security Systems 12- 
3  Seduction 13- 
3  Shadowing 12- 
3  Stealth 13- 
3  Streetwise 13- 
9  Stretching Skill 15- 
3  Teamwork 13- 
Skills Cost: 90

Cost  Perk
2  Reputation: Member of feared superteam. (A medium-sized group) 11-, +2/+2d6 
3  Fringe Benefit: Membership: Pressgang 
Perks Cost: 5

Cost  Talent
6  Skill Master (+3 with Disguise) 
Talents Cost: 6

Val  Disadvantages
15  Hunted: Nighthawk 8- (As Pow, NCI, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: ZigZag 8- (Mo Pow, Harshly Punish) 
5  Physical Limitation: Sterile (Infrequently, Slightly Impairing) 
20  Psychological Limitation: Completely Loyal to Artillery (Common, Total) 
15  Psychological Limitation: Craves power and respect (Very Common, Moderate) 
10  Psychological Limitation: Greedy (Common, Moderate) 
10  Psychological Limitation: Lecherous (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Unluck: 1d6 
20  Vulnerability: 2 x STUN Heat based attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 135

Total Experience Available: 125

Experience Unspent: 0

Total Character Cost: 485


Height: 1.75 mHair: Brown
Weight: 75.00 kgEyes: Brown
Appearance: Although it varies, Lee's normal appearance is a good looking man of medium height and build with brown hair and brown eyes. He wears a purple bodysuit with matching mask (that covers his entire head save for nose, mouth, chin, and ears. He wears blue gloves, boots, and belts and a blue "M" on his chest.
Personality: Lee is one part sychophant, one part wannabe mastervillain. Its an interesting mix. He's a fairly competant and formidable on his own, and brings a world of versatilty to the team, but in his heart he craves power and resepect. To these ends he tends to glorify himself and considers himself the "second in command". He's also very driven to "conquer" every beautiful woman he sees. He's a relatively capable "player" in this regard but his desire to dominate can put some women off. Mold idolizes Artillery and gladly follows is orders. He gets along well with the others, but tends to act a bit "superior to them".
Quote:"Shut up."
"That's quite the costume you have there, Sapphire, let's see what you're like out of it."
Background: Lee Walker grew up a mutant. His powers, the ability to stretch and mold his body, enabled him to make his life comfortable; he could make himself appear more attractive, steal from around the block, and he wasn't helpless in a fight either. He spent his early twenties becoming a shmoozer, a social chameleon. This along with his disguise skill allowed him to impersonate others, apepar to be anyone or even create false personaes. He finally encountered resistance in the form of another elongator, a man by the name of Zig Zag. Initially, they engaged in a friendly rivalry of sorts, but it became readily aparent to Lee that he was always going to be on the losing end of the stick to the more experienced, more powerful Zig Zag. So Lee tipped of authorities to where Zig Zag was and then fooled the other criminal into thinking he was disguised as one of the arresting agents. Zig Zag nearly killed the agent (believing the man could survive his assault) and was put in Stronghold for an extended time. It also gave him a burning hatred for Lee.
Lee was approached by Artillery early on in his career as the Malevolant Mold. Lee joined this powerful, respected, mercenary in his team and droped the name to simply Mold. (though he still referrs to himself as The Melevolant Mold)
Powers/Tactics: Not a damage dealer or a damage soak, Mold is a support fighter, He holds the opposition so the big hitters can wail on them. He also works as the team's second infiltration specialist (along with Noman).
Campaign Use: Mold isn't too powerful for the amount of points he spent, but if he's better than you'd like him to be; drop some of his abilities. If you want him to be a bit stronger, give him a few more "Big Fist", or similar abilities, increase his DEF, and his Dex.


Noman (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 Pressgang

Val  Char   Cost
10  STR0
13  DEX9
15  CON10
11  BODY2
13  INT3
17  EGO14
10  PRE0
10  COM0
 
4/14  PD2
4/14  ED1
3  SPD7
5  REC0
30  END0
30  STUN6
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 54

Cost  PowerEND
44  See no Noman: Invisibility to Sight Group and Radar , No Fringe, Costs END Only To Activate (+1/4) (44 Active Points) 3
6  Hear no Noman: +4 with Stealth (8 Active Points); IIF (Specially designed "Stealth Boots"; -1/4) 
8  .22 LR (Hi Standard Trophy): (Total: 23 Active Cost, 8 Real Cost) Killing Attack - Ranged 1d6-1 (10 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 10 Charges (-1/4) (Real Cost: 3) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) [10]
15  Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) 
1u  1) Club: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2
1u  2) Hurled Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) [1 rc]
12  Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
4  Reinforced Leather Jacket: Armor (4 PD/4 ED) (12 Active Points); OAF (-1), Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -3/4) 0
10  U-B1-T Throwing Knife: (Total: 18 Active Cost, 10 Real Cost) HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1), No Knockback (-1/4) (Real Cost: 7) plus Ranged for HKA 1d6+1: Ranged (+1/2), Reduced Endurance (0 END; +1/2); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4) for up to 10 Active Points (Real Cost: 3) [1 rc]
Powers Cost: 101

Cost  Skill
5  +1 with HTH Combat 
9  +3 with Firearms 
3  Bugging 12- 
3  Climbing 12- 
3  Concealment 12- 
3  Cryptography 12- 
3  Demolitions 12- 
3  Electronics 12- 
2  KS: Fences and Black Market 11- 
3  KS: Security Systems 12- 
3  Lipreading 12- 
3  Lockpicking 12- 
3  Mechanics 12- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Sleight Of Hand 12- 
3  Stealth 12- 
3  Streetwise 11- 
3  Systems Operation 12- 
3  WF: Small Arms, Blades, Clubs, Unarmed Combat 
Skills Cost: 67

Cost  Perk
3  Fringe Benefit: Membership: The Pressgang 
9  Contact: The Black Market (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 
Perks Cost: 12

Val  Disadvantages
5  Distinctive Features: unkempt (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Voyeur (Very Common, Strong) 
10  Psychological Limitation: Greedy; self centered (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 70

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 234


Height: 1.75 mHair: Black
Weight: 70.00 kgEyes: Blue
Appearance: Average height, on the thin side, black hair that he doesn't comb, rarely shaves. His costume is a pair of black pants, black shirt, jacket and glasses, he wears special shoes developed to muffle thier impact.
Personality: Norman feels he's the audience to the world's biggest Reality TV show. He often forgets that he's really there and people occasionally bump into him. He works well with the rest of the team but he's no combat monster. He tends to simply use his abilities to help his comrades, loosening bonds, hitting someone from surprise to give his team-mate a break, etc.
Quote:"Now you don't!"
"Boo!"
Background: Norman has been able to become completely invisible since he was 13. He uses his powers to make his life "better" be it stealing candy, sneaking into the girls lockerroom in highschool, attacking a bully from complete surprise with a stick, or merely sneaking out of the house when he was grounded. As he grew up the toys he liked to steal were more expensive, he snuck into houses while people slept just to watch them. Over the years he began to make a name for himself in the criminal world for the items he stole. He's a clever and cagey thief besides his superhuman abilities. Artillery asked him to join the team as their infiltration specialist. He accepted and really enjoys the work.
Powers/Tactics: Turn invisible, wreak havoc.
Campaign Use: Noman is not a combat monster and unless you want to make him invalid as well, he doesn't need to be toned down. However, you can remove his gun and club if toning down my writeups is a big thing for you :) .
If you want to make him tougher in a fight, give him more armor and a few "combat gadgets".


The Raptor (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 Pressgang

Val  Char   Cost
15/25  STR5
17/22  DEX21
15  CON10
10  BODY0
15  INT5
14  EGO8
15  PRE5
10  COM0
 
5/16  PD2
5/16  ED2
4/5  SPD13
6  REC0
30  END0
30  STUN4
 
6"  RUN0
2"  SWIM0
3"/5"  LEAP0
Characteristics Cost: 75

Cost  PowerEND
17  Arm Wings & Flight Harness: Flight 17" (34 Active Points); OAF (-1) 3
10  Bladed "Wings": HKA 1d6 (2d6 w/STR) (15 Active Points); OIF (-1/2) 1
7  Compressed Air Gauntlet: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), 12 Charges (-1/4) [12]
10  Flechette "Feather" Launcher: RKA 1d6, 16 Charges (+0) (15 Active Points); OIF (-1/2) [16]
12  Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
  Light Exoskeleton, all slots OIF (-1/2) 
10  1) Light Exoskeleton: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
7  2) Musculature-Servos: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
7  3) Nerve-Sensor systems: +1 SPD (10 Active Points); OIF (-1/2) 
7  4) Nerve-sensor Controls: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
11  5) Life Support Unit: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-1/2) 0
  Sensor Suite in Cowl, all slots OIF (-1/2) 
5  1) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
6  2) 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
10  3) Micro-Lenses: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
3  4) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
8  5) Parabolic Receiver: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) 0
10  6) Radar Array: Radar (Radio Group) (15 Active Points); OIF (-1/2) 0
8  7) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3  8) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3  9) Ultrasight Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2  10) Ultrasonic Receiver: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
Powers Cost: 156

Cost  Skill
4  +2 with Feather Launcher 
15  +3 with HTH Combat 
12  +4 with Flight 
3  Breakfall 12- (13-) 
3  Climbing 12- (13-) 
3  Defense Maneuver I  
3  Demolitions 12- 
3  Electronics 12- 
3  Inventor 12- 
2  KS: Bird Watching 11- 
2  KS: The Superhuman World 11- 
3  Lockpicking 12- (13-) 
3  Mechanics 12- 
2  Navigation (Air) 12- 
3  Scientist 
2  1) SS: Aerospace Enginering 12- (3 Active Points) 
2  2) SS: Battlesuit Engineering and Design 12- (3 Active Points) 
2  3) SS: Communications Engineering 12- (3 Active Points) 
2  4) SS: Electrical Engineering 12- (3 Active Points) 
2  5) SS: Mechanical Engineering 12- (3 Active Points) 
Skills Cost: 74

Cost  Perk
2  Reputation: Member of feared supervillain team (A medium-sized group) 11-, +2/+2d6 
3  Fringe Benefit: Membership: The Pressgang 
Perks Cost: 5

Val  Disadvantages
20  Hunted: Nighthawk 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish) 
10  Psychological Limitation: Loves the high life (Common, Moderate) 
15  Psychological Limitation: Overconfident (Very Common, Moderate) 
15  Psychological Limitation: Thrillseeker (Very Common, Moderate) 
10  Rivalry: Professional (Bird-Themed Villains; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Many Rivals) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 110

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 310


Height: 1.80 mHair: Brown
Weight: 45.00 kgEyes: Blue
Appearance: Average man on the inside, the suit appears to be a red body suit with white wings on the arm (tipped in red) with white gloves, boots, belt, and a white bird on the chest. His mask is a red cowl with white wings on the face.
Personality: The Raptor is a typical "Thug with dreams" he's bright, focused enough to develop the first flight suit, but in the end he needed helpt to become a minor supervillain. He's a good team player and likes to act the high roller when times are good.
Quote:"Don't push me hero-boy, you won't like it."
Background: Herich Hoover, Hank, to his friends, was a bright kid. He liked the idea of flying. It was a job with Henderson Aviation in Millennium City that enabled him to dabble in his dream of a personal flight suit. The suit was nothing special, and the fact that he had to flap his arms didn't help things. He became a "costumed criminal", not quite a supervillain, but a capable second story man and occasional criminal enforcer. He was tapped by Artillery for the Pressgang and his costume was enhanced to include a flight harness (the wings are mostly decoration and weapons now.
Powers/Tactics: A combat suit based on a bird. Wings under the arms with bladed tips, a "Feather" launcher on his shoulder (adjustable 90 degrees) and a light exoskeleton under bulletproof material. He has a nice sensor/communications suite in his cowl. Tries to stay airborne, hovering above the battle and firing away. Otherwise he uses his wings to perform deadly move by's.
Campaign Use: Not much of a threat but if he's too scary for you drop his flight to 12" and his Flechett Launcher. If'n you'd like to toughen him up, increase his defenses and give him bird-themed weaponry (Sonic crys, talon claws on his guantlets, etc.).