Dynamo (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 Crimefighter Legion

Val  Char   Cost
50  STR40
23  DEX39
25  CON30
12  BODY4
13  INT3
17  EGO14
25  PRE15
20  COM5
 
25  PD15
25  ED20
5  SPD17
15  REC0
50  END0
50  STUN0
 
6"  RUN0
2"  SWIM0
10"  LEAP0
Characteristics Cost: 202

Cost  PowerEND
11  Bio-Energy Blast: Energy Blast 10d6 (50 Active Points); Increased Endurance Cost (5x END; -2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), Reduced Penetration (-1/4), Concentration (1/2 DCV; -1/4) 25
9  Environmental Independance: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
45  Flight of the Wingless: Flight 15", Usable Underwater (+1/4), Reduced Endurance (Half END; +1/4) (45 Active Points) 2
11  Long-Lived: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
7  Regeneration: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 1
15  Uncommon Resiliance: Damage Resistance (20 PD/10 ED) 0
2  Willful and hard to move: Knockback Resistance -1" 0
Powers Cost: 100

Cost  Skill
16  +2 with All Combat 
2  CK: Miami 11- 
3  Electronics 12- 
3  Security Systems 12- 
2  KS: Knowledge Skill: City Subsystems 11- 
Skills Cost: 26

Cost  Perk
4  Reputation: Leader of the Crimefighter Legion (A large group) 11-, +2/+2d6 
  Crimefighter Legion Perks 
4  1) Computer Link:SAT Database Access 
5  2) Warehouse Base Contribution 
6  3) Fringe Benefit: Membership: Chairman of Crimefighter Legion, Security Clearance: Local SAT Base 
8  Contact: Dynamo II (Now retired) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact is slavishly loyal to character) 12- 
3  Contact: Miami Herald Reporter (Contact has useful Skills or resources) 11- 
Perks Cost: 30

Val  Disadvantages
10  DNPC: Danger Lass (Little Sister) 11- (Occasionally), Slightly Less Powerful than the PC 
0  DNPC: Peter Gallowglass (Uncle - Dynamo II) 8- (As powerful as the PC; Useful Noncombat Position or Skills) 
10  Distinctive Features: Supernatural Being (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Hunted: Assassinoes 8- (Mo Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Code vs Killing Common, Total 
10  Psychological Limitation: Fear of Sorcerers Uncommon, Strong 
15  Psychological Limitation: Legacy Hero; wants to uphold family legacy (Common, Strong) 
15  Social Limitation: Secret Identity Frequently (11-), Major 
15  Susceptibility: Cold Iron (Contact), 2d6 damage per Turn Uncommon 
20  Vulnerability: 2 x STUN Magic Attacks Common [Notes: Magic is considered a "Group of Uncommon Attacks".] 
Disadvantage Points: 150

Base Points: 200

Experience Required: 8

Total Experience Available: 8

Experience Unspent: 0

Total Character Cost: 358


Height: 1.88 mHair: Brown
Weight: 99.00 kgEyes: Brown
Appearance: White Costume with Black hood mask, his mouth and chin are uncovered. White eye covers. Yellow Cape, Yellow "D" on chest, yellow bracers and belt. He wears black boots. Kinda looks like Spaceghost.
Personality: Geoff simply wants to live up to his family legacy. He is a decent and hardworking young man who was honored to be offered chairmanship of the team. He takes his duties seriously and strives to make the CL a priemier super-team.
Quote:"Thousands die from the filth you sell. Doens't that mean anything to you?"
Background: Inherited his powers. His family has long had similar powers of various strength. Dynamo is the third member of his family to bear the name. His late father, then uncle also went by the name. When Geoff turned twenty-one, his uncle retired and handed the mantle of Dynamo to him. Geoff began fighting crime in Miami soon after. Shortly after his career began, VIPER attempted to forcibly take over the criminal territory of Miami. Geoff and a few other individual heroes found themselves working together to stop VIPER culminating in not only the defeat of the current nest leader, the Serpant, but a successful battle agains the superpowered assassins known as the Assassioes. The heroes stayed together afterwards and were dubbed the Crimefighter League by the papers.
Powers/Tactics: A brick with a powerful energy attack and the ability to fly. Dynamo generally acts as a front line fighter, using his ranged abilities only when the direct approach isn't working. He is mobile and tough, and is often the first into combat.
Campaign Use: A young but established team of superheroes for characters to meet if they travel south.


Gladiator (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 Crimefighter Legion

Val  Char   Cost
25  STR15
27  DEX51
20  CON20
15  BODY10
13  INT3
13  EGO6
20  PRE10
18  COM4
 
10/16  PD5
10/16  ED6
7  SPD33
10  REC2
50  END5
50  STUN12
 
6"/8"  RUN0
3"  SWIM0
10"  LEAP0
Characteristics Cost: 182

Cost  PowerEND
30  Instictive Combat Ability: Multipower, 30-point reserve 
2u  1) Accurate Strike: (Total: 30 Active Cost, 23 Real Cost) HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 13) plus +2 with OCV (Real Cost: 10) 2
3u  2) Defensive Strike: (Total: 30 Active Cost, 27 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 7) plus +4 with DCV (Real Cost: 20) 1
2u  3) Killing Strike: HKA 1d6+1 (2 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4) (25 Active Points) 2
2u  4) Special Attacks: HA +2d6, Variable Advantage (+1 Advantages; +2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
2u  5) Standard Strike: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
10  Instinctive Dodging: Negative Combat Skill Levels (-2 to opponent's OCV) 1
5  Natural Toughness: Damage Resistance (5 PD/5 ED) 0
6  Remarkable Senses: +2 PER with all Sense Groups 0
10  Stong Leaper: Leaping +5" (10" forward, 5" upward) (Accurate) 1
1  Strong Swimming: Swimming +1" (3" total) 1
4  Swift: Running +2" (6"/8" total) 1
Powers Cost: 77

Cost  Skill
16  +2 with All Combat 
3  Acrobatics 14- 
3  Analyze: Combat 12- 
3  Breakfall 14- 
3  Climbing 14- 
3  Paramedic 12- 
3  Shadowing 12- 
3  Stealth 14- 
3  Streetwise 13- 
4  Survival (Temperate/Subtropical, Urban) 12- 
9  Tactics 15- 
3  Tracking 12- 
9  WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand 
Skills Cost: 65

Cost  Perk
  Crimefighter Legion Perks 
4  1) Computer Link:SAT Database Access 
5  2) Warehouse Base Contribution 
5  3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base 
Perks Cost: 14

Cost  Talent
12  Combat Luck: 6 PD/6 ED 
20  Combat Sense 17- 
Talents Cost: 32

Val  Disadvantages
10  DNPC: Jane Wheeler; Girlfriend 8- (Normal) 
10  Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses 
15  Hunted: Assassinos 8- (Mo Pow, Harshly Punish) 
10  Hunted: Green Dragon 8- (As Pow, Harshly Punish) 
20  Hunted: Viper 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Code vs Killing Common, Total 
15  Psychological Limitation: Loves Combat; overreacts to threats. Common, Strong 
15  Psychological Limitation: Thrillseeker (Common, Strong) 
15  Reputation: Loose Cannon, Frequently (11-) (Extreme) 
5  Rivalry: Professional (Dynamo; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret ID Frequently (11-), Major 
Disadvantage Points: 150

Base Points: 200

Experience Required: 20

Total Experience Available: 20

Experience Unspent: 0

Total Character Cost: 370


Height: 1.75 mHair: Black
Weight: 80.00 kgEyes: Brown
Appearance: Dan in great shape, he has a runner's build and thick black hair. He wears a blue and red costume.
Personality: At first Dan was in this for the thrills. He is slowly becoming more responsible, but he isn't doing it happily. He enjoys combat the most and will leap into the fray at the first sign of confrontation. He likes the adulation of the citizens as well.
Quote:"Oh I am so gonna kick your @$$!"
Background: Danial Whitecrow is a mutant. His family have always been warriors, but he takes it to a new level. He has the minor mutation of near superhuman strength, resistance to injury and instinctive combat skills. He has no formal training. He learns combat skills quickly. When he was old enough to live on his own, Dan left the reservation and moved to Miami. Early on he made his living fighting in toughguy contests and the occasional underground arena. He didn't consider crime or crime fighting until he was in the bank cashing a check for his winnings and several armed and masked men entered. Although he was outnumbered, Dan managed to subdue the five gunmen without any one else getting injured. The feeling was far more exhilerating than his one on one matches. He donned a costume and began prowling the streets fighting crime. He almost died during the confrontations with VIPER and the Assassinos, but the close call did nothing to deter him from his new career. He occasionally butts heads with Dynamo over the direction of the team and his own violent impulses, but the older, more reponsible hero is slowly turning him into a true crimefighter.
Powers/Tactics: Dan is simply a brilliant natural athlete and combat monster. He is strong, agile, and fast. He can take a punch as well as give one and can use any weapon he picks up.
Campaign Use: Wanna have a hero vs hero battle? Dan's your man.


Poltergeist (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 Crimefighter Legion

Val  Char   Cost
10  STR0
13  DEX9
15  CON10
11  BODY2
13  INT3
23  EGO26
13  PRE3
10  COM0
 
4  PD2
4  ED1
4  SPD17
5  REC0
30  END0
30  STUN6
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 79

Cost  PowerEND
17  Elemental Control: Psychic Powers: Elemental Control, 34-point powers 
23  1) Psychic Spears: Ego Attack 3d6 (Human and Additional Class of Minds: Alien classes of minds) (40 Active Points) 4
18  2) Hallucinations: Mental Illusions 7d6 (Human class of minds) (35 Active Points) 3
18  3) Domination: Mind Control 7d6 (Human class of minds) (35 Active Points) 3
19  4) Mind Seeking: Mind Scan 6d6 (Human class of minds), +3 ECV (36 Active Points) 4
33  5) Psychokinesis: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points) 5
18  6) Mind Probe: Telepathy 7d6 (Human class of minds) (35 Active Points) 3
18  7) Aportation: Teleportation 15", x2 Increased Mass (35 Active Points) 3
18  8) Telekinetic Flight: Flight 15", x4 Noncombat (35 Active Points) 3
33  9) Psionic Defense Reflex: Ego Attack 2d6 (Human class of minds), Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
15  Psychic Defenses: Mental Defense (20 points total) 0
Powers Cost: 230

Cost  Skill
20  +4 with Psychic Combat 
3  Power: Psychic Abilties 14- 
2  KS: Meditation 11- 
3  Paramedic 12- 
3  Persuasion 12- 
3  Streetwise 12- 
Skills Cost: 34

Cost  Perk
  Crimefighter Legion Perks 
4  1) Computer Link:SAT Database Access 
5  2) Warehouse Base Contribution 
5  3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base 
Perks Cost: 14

Val  Disadvantages
10  Enraged : if Mother threatened Uncommon, go 11-, recover 14- 
15  Distinctive Features: White hair, grey eyes, aura of power Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 
10  DNPC: Adelle Wells (Mother) 8- (Infrequently), Normal 
20  Hunted: PSI: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
10  Hunted: Menton 8- (Mo Pow, NCI, Watching) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
15  Social Limitation: Secret Identity: Evan Wells Frequently (11-), Major 
20  Psychological Limitation: Code Against Killing Common, Total 
10  Psychological Limitation: Unsure of powers Common, Moderate 
10  Psychological Limitation: Has a crush on Shootingstar (Common, Moderate) 
10  Social Limitation: Minor: Age 16 (Occasionally, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 7

Total Experience Available: 7

Experience Unspent: 0

Total Character Cost: 357


Height: 1.65 mHair: Brown
Weight: 44.00 kgEyes: Brown
Appearance: White hair, grey eyes, and slight of build. He wears a black gothic leather looking costume with blue accents and highlights. He thinks it makes him look tough. He wears a blue domino mask.
Personality: A responsible young man who wants to make the world a better place. He wants to master his powers so that he can protect those who are precious to him. He and his mother live at the Warehouse base and she is the secretary for the foundation that owns it.
Quote:"Do you fear things that go bump in the light?"
Background: Evan Wells is a natural psychic. He has quite a few abilities at his disposal but they are weak and untrained. His mother, seeing the new team of heroes in her home town asked that they look out for him by making him a member. She had been approached by some men from PSI and her own nascent psychic abilities (mental defense) allowed her to refuse their requests, but they unnerved her. Taking the name Poltergeist, Evan is a full fledged member of the Crimefighter Legion. He enjoyes being a hero, but he is frightened of his powers and the implications of what could happen to his mom if PSI comes looking for him.
Powers/Tactics: A mentalist with psychokinetic and telepathic abilities. His abilities aren't very strong yet but they have imroved. He is capable of a variety of effects at once but is still young and tires easily. His training has allowed him to fly faster, teleport with a passenger, fine manipulate with his telekinesis, and affect alien minds with his Ego blast. He has also added a reflexive psychic defense and improved his mental defenses. He is working on group mental defense and a "telepathic switchboard" for interteam communication.
Campaign Use: An up and coming mentalist hero.


Sea Dragon (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 Crimefighter Legion

Val  Char   Cost
40  STR30
24  DEX42
30  CON40
17  BODY14
15  INT5
13  EGO6
18  PRE8
6  COM-2
 
25  PD17
20  ED14
5  SPD16
14  REC0
60  END0
60  STUN8
 
6"  RUN0
20"  SWIM0
8"  LEAP0
Characteristics Cost: 198

Cost  PowerEND
15  Arcane Defenses: Power Defense (15 points) 0
5  Breathe Water: Life Support (Expanded Breathing) 0
3  Deep Sea Hearing: Ultrasonic Perception (Hearing Group) 0
18  Delphine Sonar: (Total: 18 Active Cost, 18 Real Cost) Active Sonar (Hearing Group) (Real Cost: 15) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) 0
5  Environmental Adaption: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 0
18  Improved Swimming: Swimming +18" (20" total) 2
2  Regeneration: Healing 1d6 (10 Active Points); Extra Time (6 Hours, -2 1/2), Works only in Water (-1 1/2) 1
10  Toughened Flesh: Damage Resistance (10 PD/10 ED) 0
5  Underwater Eyes: Nightvision 0
Powers Cost: 81

Cost  Martial Arts Maneuver
  Dirty Infighting 
4  1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 
5  2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 
4  3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 
4  4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 
4  5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 
Martial Arts Cost: 21

Cost  Skill
9  +3 with Dirty Infighting 
6  Animal Handler (Aquatic Animals) 15- 
3  AK: Elemental Plane of Water 12- 
2  KS: Elemental Beings 11- 
2  KS: Aquatic Life 11- 
4  Language: Water Elemental (Idiomatic, native accent) 
2  Navigation (Marine) 12- 
2  Survival (Marine) 12- 
Skills Cost: 30

Cost  Perk
  Crimefighter Legion Perks 
4  1) Computer Link:SAT Database Access 
5  2) Warehouse Base Contribution 
6  3) Access (Hidden (-3 to Skill Rolls)) 
5  4) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base 
Perks Cost: 20

Cost  Talent
2  Environmental Movement (no penalties in Water) 
6  Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Only in Water Power loses about a third of its effectiveness (-1/2) 
Talents Cost: 8

Val  Disadvantages
20  Distinctive Features : Fish Man Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 
15  Hunted: Assassinos 8- (Mo Pow, Harshly Punish) 
20  Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Code Against Killing Common, Total 
10  Psychological Limitation: Fearful of Magic Users Uncommon, Strong 
10  Psychological Limitation: Resents his "Condition" (Uncommon, Strong) 
10  Reputation: Heroic Fishman: , Frequently (11-) 
15  Social Limitation: Public Identity: Eric Lee Frequently (11-), Major 
10  Vulnerability: 1 1/2 x BODY Fire (Common) 
20  Vulnerability: Fire Based Attacks: 2 x STUN Common 
Disadvantage Points: 150

Base Points: 200

Experience Required: 8

Total Experience Available: 8

Experience Unspent: 0

Total Character Cost: 358


Height: 1.85 mHair: none
Weight: 92.00 kgEyes: Green
Appearance: Scaly blue green humanoid with no hair, green eyes, and a muscular build. He wears blue trunks and nothing else. His stomach has lighter scales.
Personality: Eric is a little bitter about his lot in life but not so that you'd know. He enjoys his powers and he can really study fish up close now. He works well with his team mates and has begun taking classis again. He has found acceptance from most people but he does make an unforgettable first impression.
Quote:"Look, another fish pun and you'll be needing surgery to get your head out of your hindquarters."
Background: Eric Lee was a student at the University of Miami. He studied archeology and had a part time job at a local seaworld style water park. One afternoon a violent confrontation between the forces of DEMON and UNTIL forced the evacuation of the park. Eric was part of the clean up crew. He found a silver necklace with a brilliant aquamarine in it at the bottom of the tank. He pocketed the necklace and went home. That night he stared into the stone, it seemed to have a current of it own and the effect was hypnotic. Puttin it on, Eric was instantly transformed into an aquatic, reptilian humanoid power house and transported to the Elemental Plane of Water. He spent a panicked week trying to return home and return himself to normal. One out of two wasn't bad. He encountered a rather soft hearted Nerid who cast the dimensional aportation spell. However, he was unable to return to normal. Eric did the only thing he could, he adapted to his new life and tried to put his new physical might to good use. He is a founding member of the Crimefighter Legion.
Powers/Tactics: A brawler with low level superhuman strength and stamina. He is far more effective in the water, but he isn't helpless out of it.
Campaign Use: A fishman. Do you need a fishman?


Shooting Star (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 Crimefighter Legion

Val  Char   Cost
10  STR0
26  DEX48
25  CON30
10  BODY0
15  INT5
11  EGO2
20  PRE10
20  COM5
 
15  PD3
20  ED5
6  SPD24
10  REC6
50  END0
30  STUN2
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 140

Cost  PowerEND
20  Solar Energy Command: Elemental Control, 40-point powers 
20  1) Protective Mantle: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points) 0
35  2) Solar Beam: Energy Blast 11d6 (55 Active Points) 5
20  3) Solar Flight: Flight 20" (40 Active Points) 4
20  Celestial Flight: Faster-Than-Light Travel (3 Light Years/month) 0
21  Sunfire Blast: Sight Group Flash 6d6, Personal Immunity (+1/4) (37 Active Points); Linked (Solar Beam; Lesser Power can only be used when character uses greater Power at full value; -3/4) 4
5  Starlight Vision: Nightvision 0
5  Thermal Vision: Infrared Perception (Sight Group) 0
50  Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
Powers Cost: 196

Cost  Skill
3  Computer Programming (Personal Computers, Local Networks) 12- 
3  Deduction 12- 
3  Electronics 12- 
2  KS: Superheroes 11- 
3  Mechanics 12- 
2  SS: Nuclear Physics 11- 
2  SS: Physics 11- 
4  Systems Operation (Communications Systems, Environmental Systems) 12- 
Skills Cost: 22

Cost  Perk
  Crimefighter Legion Perks 
4  1) Computer Link:SAT Database Access 
5  2) Warehouse Base Contribution 
5  3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base 
Perks Cost: 14

Val  Disadvantages
5  Dependent NPC: Jeff Taylor, Research Scientist 8- (Infrequently), Normal, Useful noncombat position or skills [Notes: Co-Worker, boyfriend] 
10  Distinctive Features : Sparkles when Force Field is active (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted : Bradford Industries 11- (Frequently), Less Powerful, NCI, Harshly Punish [Notes: Bradford Industries is whom Aimee works for. They know that Shooting Star was 'Created' at one of their research centers and the board of directors consider her their 'property'. They have been sending special agent teams (read thugs) to retrieve her] 
15  Hunted: Assassinos 8- (Mo Pow, Harshly Punish) 
20  Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish 
20  Psychological Limitation: Code Against Killing Common, Total 
15  Psychological Limitation: Craves approval; insecure and unsure of herself (Common, Strong) 
10  Rivalry: Professional and Romantic (Starwell; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
10  Psychological Limitation: Dislikes crowds Common, Moderate 
10  Reputation: Ppopular local Heroine, 11- 
15  Social Limitation: Secret Identity: Aimee Weaver Frequently (11-), Major 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 22

Total Experience Available: 22

Experience Unspent: 0

Total Character Cost: 372


Height: 1.75 mHair: Brown
Weight: 64.00 kgEyes: Brown
Appearance: Shoulder length blonde hair, Blue eyes, wears opaque chrome goggles, black skin tight costume with white shooting star on breast, star has red trail that goes diagnally down her abdomen. She wears red boots and gloves with gold trim,
Personality: Helpful, articulate, compassionate. Shooting Star sometimes seems incabable of negative thoughts. Truth is, she often hides her insecurities behind a front of excited optimism. She is the team's long range specialist and is perfectly happy staying away from hand to hand combat.
Quote:"Come on guys, we can do this!"
Background: Aimee Weaver was given her powers in a nuclear physics accident. She almost immediately became a superheroine. She is a founding member pf the Crimefighter Legion. She has found that her powers are particularly effective against certain forms of undead. She does not yet realize that she is immortal. Aimee revealed her powers to her boyfriend and fellow researcher Jeff Taylor. He has been very supportive especially since the company she works for seems to have deduced her origin (if not her identity, thanks to Jeff) and has become a frequent nemesis. Jeff's old girlfriend also has made a few appearances and she also has light based superpowers.
Powers/Tactics: Photokinetic abilities. She can fly, fire bolts of photonic energy and create dazzling bursts of light. She can fly at the speed of light and her body has become completely self sufficient and immortal.
Campaign Use: 


Starwalker (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 Crimefighter Legion

Val  Char   Cost
30/55  STR20
20  DEX30
30  CON40
15  BODY10
13  INT3
11  EGO2
15  PRE5
12  COM1
 
12  PD6
12  ED6
5  SPD20
12  REC0
60  END0
50  STUN5
 
6"  RUN0
2"  SWIM0
6"/11"  LEAP0
Characteristics Cost: 148

Cost  PowerEND
45  Photokinetic Manipulation: Multipower, 45-point reserve 
4u  1) Photon Beam: Energy Blast 9d6 (45 Active Points) 4
4u  2) Light Globe: Entangle 4d6, 4 DEF (40 Active Points) 4
4u  3) Light Constructs: Force Wall (7 PD/7 ED; 6" long and 1" tall) (45 Active Points) 4
3u  4) Bend Light: Invisibility to Sight Group , No Fringe (30 Active Points) 3
4u  5) Laser: Killing Attack - Ranged 3d6 (45 Active Points) 4
4u  6) Psychokinetic Constructs: Telekinesis (30 STR) (45 Active Points) 4
4u  7) Translight Travel: Faster-Than-Light Travel (15 Light Years/hour) (44 Active Points) 0
4u  8) Dazzle Burst: Sight Group Flash 5d6, Explosion (-1 DC/2"; +3/4) (44 Active Points) 4
30  Celestial Flight: Flight 15" 3
5  Lowlight Vision: Nightvision 0
5  Full Spectrum Vision I: Infrared Perception (Sight Group) 0
5  Full Spectrum Vision II: Ultraviolet Perception (Sight Group) 0
5  Polarized Vision: Sight Group Flash Defense (5 points) 0
17  Solar Strength: +25 STR (25 Active Points); No Figured Characteristics (-1/2) 2
13  Solar Enhancement: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Custom Modifier (Only in Direct Sunlight; -1/4) 0
Powers Cost: 156

Cost  Martial Arts Maneuver
  Ak'tuhrka 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 8d6 / 13d6 +v/5 Strike, FMove 
4  3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR / 70 STR vs. Grabs 
3  5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR / 65 STR for holding on 
4  6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls 
3  7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 / 12d6 Strike, Target Falls 
4  8) Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 / 13d6 Strike 
Martial Arts Cost: 30

Cost  Skill
10  +2 with Ranged Combat 
3  Analyze: Combat 12- 
3  Fast Draw 13- 
2  KS: Malvan Space 11- 
Skills Cost: 18

Cost  Perk
3  Contact: Ironclad (Contact has useful Skills or resources) 11- 
  Crimefighter Legion Perks 
4  1) Computer Link:SAT Database Access 
5  2) Warehouse Base Contribution 
5  3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base 
Perks Cost: 17

Val  Disadvantages
10  Distinctive Features: glowing yellow eyes Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 
15  Enraged: Trechery, Betrayal, or unfair Combat techiques (Common), go 8-, recover 11- 
20  Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish 
15  Hunted: Assassinos 8- (Mo Pow, Harshly Punish) 
10  Physical Limitation: Unfamiliar with Earth Culture Frequently, Slightly Impairing 
10  Psychological Limitation: Feels Betrayed by Firewing's Arrogance and Herculean's indifference (Uncommon, Strong) 
20  Psychological Limitation: Honorable (Common, Total) 
15  Psychological Limitation: Protective of adopted homeland Common, Strong 
10  Reputation: Local Hero, Frequently (11-) 
5  Unluck: +1d6 
10  Vulnerability: 2x BODY Anti-Photonic (ie Darkness) Attacks Uncommon 
10  Vulnerability: 2x STUN Anti-Photonic (ie Darkness) Attacks Uncommon 
Disadvantage Points: 150

Base Points: 200

Experience Required: 19

Total Experience Available: 19

Experience Unspent: 0

Total Character Cost: 369


Height: 1.98 mHair: Bald,
Weight: 99.00 kgEyes: Glowing Yellow
Appearance: Starwalker wears a purple costume with white gloves, boots, and mask. He has a larg white fin that goes from his forehead to has shoulders. A black star is on his chest. WHen not in costume he appears as a well dressed, handsome bald man of indeterminate ethnic origin with glowing yellow eyes. He often wears sunglasses to disguise this fact.
Personality: Noble and just, T'har followed in the steps of those whom he considered honorable and just heroes. He had never actually faced them outside of the arena and Firewing's and Herculean's arrogance and violent tendancies have disappointed him, but he considers Ironclad a friend and ally.
Quote:"There is much you still need to know about combat my friend."
Background: An alien gladiator from the former Malvan empire; T'har has followed Ironclad, Firewing, and Herculean to Earth and lends his Photokinetic abilities along with his impressive strength to the cause of Justice on his new planet. He arrived during the initial meetings that led to the formation of the Crimefighter Legion and has stayed on ever since. He is a popular hero and something of an exotic sex symbol in his new home.
Powers/Tactics: An alien energy manipulator with enhanced strength. Starwalker can also store solar energy to increase his already formidable strength. He is durable and a skilled combatant.
Campaign Use: Alien hero with heart of gold and a deeply held sense of honor and fairness.