Astralle (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 Tomorrow Legion

Val  Char   Cost
10  STR0
15  DEX15
18  CON16
15  BODY10
23  INT13
19/26  EGO18
18/23  PRE8
16  COM3
 
5/30  PD3
5/25  ED1
4  SPD15
6/14  REC0
36/56  END0
30/45  STUN1
 
6"  RUN0
2"  SWIM0
2"  LEAP0
Characteristics Cost: 103

Cost  PowerEND
16  Elemental Control, 40-point powers, (20 Active Points); all slots Powers at 1/2 effectiveness without Special Costume (-1/4) 
16  1) Mind Blast: Ego Attack 4d6 (40 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
24  2) Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
16  3) Mindscapes: Mental Illusions 8d6 (40 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
13  4) Phobic Manipulation: Mental Illusions 10d6 (50 Active Points); No Conscious Control (only to force target to experience his greatest fear; -1), Powers at 1/2 effectiveness without Special Costume (-1/4) 5
16  5) Telepathy: Telepathy 8d6 (40 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
27  6) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4), Powers at 1/2 effectiveness without Special Costume (-1/4) 7
16  7) Mental Shadow: Darkness to Mental Group 4" radius, Personal Immunity (+1/4) (25 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 2
21  8) Unclear Thoughts: Change Environment 16" radius, -4 INT Roll and all INT, Personal Immunity (+1/4) (46 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
24  9) Mental Scanning: Mind Scan 10d6 (50 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
28  10) Telekinesis: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
20  11) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
16  12) Telekinetic Flight: Flight 12" (24 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 2
20  Mind Shield: Mental Defense (24/25 points total) 0
  Psy-tech battle suit, all slots IIF (-1/4) 
11  1) +7 EGO (14 Active Points); IIF (-1/4) 
4  2) +5 PRE (5 Active Points); IIF (-1/4) 
13  3) +8 REC (16 Active Points); IIF (-1/4) 
8  4) +20 END (10 Active Points); IIF (-1/4) 
12  5) +15 STUN (15 Active Points); IIF (-1/4) 
  Holographic Sensor Suite Contacts & Micro Comlink 
5  1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); IIF (Contacts; -1/4) 0
12  2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
4  3) Nightsight Goggles: Nightvision (5 Active Points); IIF (-1/4) 0
14  4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5  5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); IIF (-1/4) 0
10  6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); IIF (-1/4) 0
4  7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
Powers Cost: 375

Cost  Skill
5  +1 with Mental Combat 
3  Electronics 14- 
3  High Society 13- (14-) 
3  Inventor 14- 
3  Mechanics 14- 
3  Persuasion 13- (14-) 
3  Scholar 
2  1) KS: Meditation (3 Active Points) 14- 
2  2) KS: Object Reading (3 Active Points) 14- 
2  3) KS: Psionic Etiquette (3 Active Points) 14- 
2  4) KS: Psychic Surgery (3 Active Points) 14- 
1  5) KS: The Psionics World (2 Active Points) 11- 
1  6) KS: The Superhuman World (2 Active Points) 11- 
1  7) KS: UNTIL (2 Active Points) 11- 
1  8) KS: World Politics (2 Active Points) 11- 
3  Scientist 
2  1) SS: Crystaline Engineering 14- (3 Active Points) 
2  2) SS: Microcircuitry 14- (3 Active Points) 
2  3) SS: Neural Interface Technology 14- (3 Active Points) 
2  4) SS: Psionic Engineering 14- (3 Active Points) 
2  5) SS: Psionics 14- (3 Active Points) 
2  6) SS: Psychometry 14- (3 Active Points) 
3  Security Systems 14- 
3  Seduction 13- (14-) 
3  Systems Operation 14- 
3  Teamwork 12- 
Skills Cost: 62

Cost  Perk
18  Contact: UNTIL Psionics Division (Contact has extremely useful Skills or resources), Organization Contact (x3) (18 Active Points) 12- 
  Tomorrow Legion Perks 
8  1) Computer Link: Tomorrow Legion Database 
3  2) Fringe Benefit: Membership: Tomorrow Legion 
5  3) Money: Well Off 
15  4) Vehicles & Bases: The Chronochaser (Super Jet) 
10  5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon) 
5  6) Vehicles & Bases: Tomorrow Tower 
Perks Cost: 64

Val  Disadvantages
10  Distinctive Features: Psionic (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
10  Hunted: Esper 8- (As Pow, Harshly Punish) 
20  Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: UNTIL (Psionics Division) 11- (Mo Pow, NCI, Watching) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: In love with Durandal (Common, Moderate) 
10  Psychological Limitation: Quiet, observant (Common, Moderate) 
10  Psychological Limitation: very empathic, tends to ride the emotions of others. (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Vulnerability: 2 x STUN Sonic Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 254

Total Experience Available: 254

Experience Unspent: 0

Total Character Cost: 604


Height: 1.78 mHair: Black
Weight: 60.00 kgEyes: Green
Appearance: An attractive young woman, tall and well built. She has Black hair and green eyes. The Astralle battlesuit is silver with black trim at the tops of her gloves, boots, and neck. She has a black egyptian styled eye on her chest. She wears a black mask that seemingly lets no light to her eyes. Her hair is shoulder length.
Personality: Lisa wants to make a difference. Growing up and watching from the outside didn't ever diminish her feelings for the rest of the world. She felt she could contribute. She has taken it upon herself to design the team's communication system and provide them all with Psionic Shields. She also has used her Psy-Circuits (independantly created by herself, Force of Westguard, Dr. Destroyer, and the Empress) to increase the response of the various battle suits her team mates use.
Quote:"I don't think so."
Background: Growing up in the middle of America, Lisa was a withdrwan, melancholy girl. Her parents were worried about her but didn't know what to do to help her. She graduated top of her class and got a degree to Cal Tech. She studied a variety of sciences but was drawn to the newly christianed Psionic Engineering. The reason she'd been such a sad girl was the burgeoning psionic powers she had been born with. It was never fun instinctively hearing the thoughts of other children. She felt horrible for invading their minds. She studied yoga and meditation to help curb her powers. Luckily, her powers were relatively minor. One afternoon, she happend upon one of the gamer geek conventions at her dorm. It had been a while, but occasionally she still instinctively "heard" the particularly passionate thoughts of her fellow students. One of the geeks, had a major crush on her and she picked up on it. Surprised that she had an admirer, she stopped and watched them play for a while.
It was the first time she'd simply sat and watched them play and Lisa found it interesting. They didn't even seem to notice her watching. However, she was wrong on the last hunch, after a few minutes one of the boys asked her if she wanted to play. Lisa declined but asked if she could watch for now. They all said it was okay. By the time she had graduated, she was a full fledged member of the Nerds of the Round table.
After graduation, Lisa went to work for UNTIL in the Psionics division as a researcher. Her superior, a powerful mentalist in his own right, recognized her abilities. He encouraged her to pursue them. While she never grew to heroic measures, she became quite skilled and could summon a variety of effects. Her ability to use both Telepathic and Telekinetic powers astounded her superior. When budgets tightened, she was let go. Her superior, knowing her temperment suggested she spend her last few days going over the schematics for a psionic powered battle suit. The suit was simply an enhancer for existing psionic abilities. She was intrigued and spent the next year developing a similar suit.
Then she got a call from one of the Nerds. It happened that he had developed a battlesuit of his own. Taking this to be the cue for her next stage in life, Lisa created the Astralle persona and became a superheroine.
Powers/Tactics: Astralle's suit enhances her natural psionic powers. Without the uniform her abilities are half as effective (based on 10 pts not 20). She has a number of tactics, utilizing both Telekinisis, and Telepathy. Sonics tend to disrupt her crystaline based microcircuitry and causes her much more damage via feedback.
Campaign Use: Astralle is a bit difficult. Her conception is easy enough, but the Psionic Amplification is difficult to pull off. I'm not sure I like what I am using now. If you want to weaken her, drop the EC to 15 pts base. Or perhaps make the whole thing focused. To increase her effectiveness; give her more slots in the EC or make the base 25 or 30 pts.


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

Player: NPC Hero; Member of the Tomorrow Legion

Val  Char   Cost
10/50  STR0
11/23  DEX3
10/25  CON0
11/16  BODY2
25  INT15
11  EGO2
13/23  PRE3
13  COM2
 
2/25  PD0
2/25  ED0
3/7  SPD9
4/20  REC0
20/150  END0
21/60  STUN0
 
6"  RUN0
2"  SWIM0
2"/10"  LEAP0
Characteristics Cost: 36

Cost  PowerEND
70  Armament Arsenal: Multipower, 105-point reserve, (105 Active Points); all slots OIF (-1/2) 
6u  1) Concussor Beam: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points); OIF (-1/2) 9
4u  2) Force Shield Generator: Force Wall (10 PD/10 ED; 5" long and 2" tall) (60 Active Points); OIF (-1/2) 6
3u  3) Magna-Gauntlets: Telekinesis (40 STR) (60 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 6
2u  4) Powered Armor Holo-Generator: Sight and Hearing Groups Images Increased Size (2" radius; +1/4), -3 to PER Rolls (30 Active Points); OIF (-1/2) 3
6u  5) Shoulder Mounted Particle Cannon: Killing Attack - Ranged 5d6-1, Armor Piercing (+1/2) (105 Active Points); OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 10
7u  6) Shoulder-Mounted Micro Missile Launcher: Energy Blast 10d6, Explosion (+1/2), 60 Charges (+1/2) (100 Active Points); OIF (-1/2) [60]
1u  7) Smokescreen: Darkness to Sight Group 3" radius (30 Active Points); OIF (-1/2), No Range (-1/2), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -1/2) [4 cc]
3u  8) Tangleweb Sprayer: Entangle 5d6, 5 DEF, 10 Boostable Charges (+0) (50 Active Points); OIF (-1/2), Limited Range (30"; -1/4) [10 bc]
7u  9) Vari-Beam: Energy Blast 14d6, Variable Special Effects (Any SFX; +1/2) (105 Active Points); OIF (-1/2) 10
33  Mobility Units: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2) 
3u  1) Anti-Gravity Flight Coils: Flight 20", x8 Noncombat (50 Active Points); OIF (-1/2) 5
2u  2) Hoverpads: Running 12", Reduced Endurance (0 END; +1/2) (36 Active Points); OIF (-1/2) 
3u  3) Rocket Assisted Flight: Flight 10", MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); OIF (-1/2) 5
3u  4) Underwater Flight: Flight 20", Usable Underwater (+1/4) (50 Active Points); OIF (-1/2) 5
  Artificial Exo-Muscular Memory systems, all slots OIF (-1/2) 
27  1) a-Enhanced Strength: +40 STR (40 Active Points); OIF (-1/2) 4
24  2) b-Telempathic Helmet: +12 DEX (36 Active Points); OIF (-1/2) 
20  3) c-Enhanced Durability: +15 CON (30 Active Points); OIF (-1/2) 
7  4) d-Armor Structural Integrity: +5 BODY (10 Active Points); OIF (-1/2) 
7  5) e-Impressive Armor: +10 PRE (10 Active Points); OIF (-1/2) 
3  6) f-Energy Resiliance: +5 ED (5 Active Points); OIF (-1/2) 
20  7) g-Reaction Enhancement: +3 SPD (30 Active Points); OIF (-1/2) 
7  8) h-Recovery Enhancement: +5 REC (10 Active Points); OIF (-1/2) 
33  9) i-Bio-Chemical Power Supply: +100 END (50 Active Points); OIF (-1/2) 
4  10) j-Enhanced Durability II: +6 STUN (6 Active Points); OIF (-1/2) 
  Powered Armor Base Systems, all slots OIF (-1/2) 
4  1) Cooling System: Force Field (10 ED) (10 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), 12 Charges (-1/4) [12]
10  2) Defence Matrix Energy Refraction: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) 0
10  3) Defense Matrix Physical Diffusion: Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) 0
6  4) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 0
8  5) Exotic Defense System: Power Defense (12 points) (12 Active Points); OIF (-1/2) 0
10  6) Fingertip Toolkit: +3 with a Technology Skills (15 Active Points); OIF (-1/2) 
5  7) Heavy Metal Gauntlets: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
7  8) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]
13  9) NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-1/2) 0
7  10) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
37  11) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2) 0
14  12) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
6  13) Psionic Shielding: Mental Defense (11 points total) (9 Active Points); OIF (-1/2) 0
  Sensor Suite, all slots IIF (-1/4) 
4  1) Nightsight: Nightvision (5 Active Points); IIF (-1/4) 0
7  2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); IIF (-1/4) 0
11  3) 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), IIF (-1/4) 0
12  4) Sight Magnification System: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
7  5) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); IIF (-1/4) 0
4  6) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); IIF (-1/4) 0
4  7) 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), IIF (-1/4) 0
4  8) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
2  9) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (-1/4) 0
Powers Cost: 497

Cost  Skill
10  +2 with Ranged Combat 
3  Demolitions 14- 
3  Electronics 14- 
3  Inventor 14- 
3  KS: The Superhuman World 14- 
3  KS: The Technological World 14- 
3  Mechanics 14- 
3  Navigation (Air, Land) 14- 
3  Paramedics 14- 
3  Scientist 
2  1) SS: Battlesuit Engineering and Design 14- (3 Active Points) 
2  2) SS: Chemical Engineering 14- (3 Active Points) 
2  3) SS: Electrical Engineering 14- (3 Active Points) 
2  4) SS: Mechanical Engineering 14- (3 Active Points) 
2  5) SS: Physics 14- (3 Active Points) 
2  6) SS: Weapons System Engineering 14- (3 Active Points) 
3  Security Systems 14- 
3  Systems Operation 14- 
3  Teamwork 11- (14-) 
4  Weaponsmith (Chemical Weapons, Energy Weapons, Missiles & Rockets) 14- 
Skills Cost: 62

Cost  Perk
9  Contact: Harmon Industries (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8- 
  Tomorrow Legion Perks 
8  1) Computer Link: Tomorrow Legion Database 
3  2) Fringe Benefit: Membership: Tomorrow Legion 
5  3) Money: Well Off 
15  4) Vehicles & Bases: The Chronochaser (Super Jet) 
10  5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon) 
5  6) Vehicles & Bases: Tomorrow Tower 
Perks Cost: 55

Val  Disadvantages
5  Dependent NPC: Cathy McNeil 8- (Normal; Useful Noncombat Position or Skills) 
20  Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: The Warlord 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Curiosity (Common, Moderate) 
15  Psychological Limitation: Driven to work for the greater good (Common, Strong) 
10  Psychological Limitation: In love with Cathy McNeil (Common, Moderate) 
10  Psychological Limitation: Tends to follow the lead of others (Common, Moderate) 
15  Social Limitation: Secret Identity (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 300

Total Experience Available: 300

Experience Unspent: 0

Total Character Cost: 650


Height: 1.70 mHair: Black
Weight: 71.00 kgEyes: Blue
Appearance: David is a skinny young man with black hair and blue eyes. He is moderately attractive and has in the las two years added muscle on his wiry frame. He wears jeans and t-shirts around the TL compound. The Durandal armor has a sligt medival feel to it, much like Dr. Doom's armor. The joints are reinforced and appear clockwork in style, the suit is somewhat bulky and simply an iron gray colore. The helmet has a simple "face" design. Over the armor he wears a blue tunic with an inscription of a sword on the chest, and a broad black belt. The shoulders have rounded flares, and mounted on the back are the missile racks and a particle cannon that flips over his shoulder.
Personality: David loves his job. He gets to be the hero he played as a kid in college. He gets to hang out with his best friends all the time, his parents are pleased with the success their corporate holdings are having and feel that his number of patents are fine feathers in the family's cap. David has always been something of a follower, he also started out a much more introverted and self-effacing young man. He never saw himself as special or part of anything bigger than himself. Now that he's come to grips with that he's a happier young man. He has begun dating Cathy McNeil, a young woman who works with the Legion as a technician and vehicle maintinance specialist.
Quote:"Don't draw a line in the sand if you don't want to be eating dirt."
Background: David Dannon was young, scared, and away from his parents for the first time. At the age of 14 he had been accepted into Cal Tech. David's room mate was an older boy, a smart, funny, and "cooler" boy. Dave latched on to Chris Parker. Though he'd never been allowed to play RPG's as a kid (his folks just didn't think they were worth David's time), he was asked by Chris to take part and he eagerly did so. Four years later, David had degrees in Electrical, Mechanical, and Chemical Engineering. He also had several friends from the Nerds of the Round Table. David took work with Harmon Industries in Millennium City and enjoyed the companies progressive and community minded focus. A few years later, barely out of his teens, he got a call from Chris Parker.
Chris had developed a suit that would allow him to become the heroes they had pretended to be in college. David was excited for his friend. They talked for days and David acted as a sounding board for all of Chris' ideas. A few months later, Chris informed David that he'd gotten in touch with some of the other NOTRT; they'd had similar experiences and they were getting together to form a real superhero team. David loved the idea; when Chris said that he should come with them he was astounded. He hadn't thought of joining them. He gave his notice at Harmon and moved back to California. The six friends put some effort into forming a company of their own to help fund the superteam, Mariah Walker, soon to be known as Plasmaiden, had married an eager to help, and brilliant young man named Tim and he was puting his considerable business and accounting acumen to the task of funding a superteam from their disparate financial situations.
David, Chris, Mariah, and Lisa went to work creating the Durandal armor. Named for the indestructible sword of the hero Roland. In the two years since, David has really come into his own as a hero.
Powers/Tactics: Durandal is one of the few "open" technophiles on the team. His armor is extremely high tech in design, quite powerful, effeicient and versitile. He has gone to great lengths to make it seem less so, he enjoys the "retro" look. He generally stands back using his arsenal of ranged attacks, he will switch to "Melee Mode" and enter the fray if he feels it's necessary.
Campaign Use: Durandal is a very powerful suit of armor, superior to the current Defender, Cavalier, and Stalwart armors. If you'd like to reign him in, make his characteristics "no cha mod" where available, drop the Multipower to 75-90 pts, and tweak his defense matricies. If you want to make him more powerful, add a "secondary" weapons multipower like so many of the villains have these days. It give him more firepower at his fingertips.


Gorgannus (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 Tomorrow Legion

Val  Char   Cost
20/70  STR10
14/19  DEX12
20/35  CON20
15  BODY10
20  INT10
13  EGO6
15/25  PRE5
14/5  COM2
 
8/20  PD4
8/20  ED4
3/4  SPD6
8  REC0
40  END0
40/65  STUN5
 
9"  RUN0
2"  SWIM0
4"/29"  LEAP0
Characteristics Cost: 94

Cost  PowerEND
  Gorgannus "Organic" Powered Armor, all slots OIHID (-1/4) 
22  1) Ionic Cannon: EB 9d6 (45 Active Points); 6 Charges (-3/4), OIHID (-1/4) [6]
29  2) Primary Defense Layer: Armor (12 PD/12 ED) (36 Active Points); OIHID (-1/4) 0
16  3) Secondary Defense Layer: Physical Damage Reduction, 50% (20 Active Points); OIHID (-1/4) 0
16  4) Secondary Defense Layer II: Energy Damage Reduction, 50% (20 Active Points); OIHID (-1/4) 0
28  5) Servomotors: +50 STR (50 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4) 5
8  6) Cyberpathic Relays: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4) 
17  7) Impact Dispersal : +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4) 
4  8) Forboding Suit: +10 PRE (10 Active Points); Offensive Only (-1), OIHID (-1/4) 
4  9) Forboding Suit II: -9 COM (5 Active Points); OIHID (-1/4) 
8  10) Cyberpathic Relays: +1 SPD (10 Active Points); OIHID (-1/4) 
20  11) Impact Dispersal II: +25 STUN (25 Active Points); OIHID (-1/4) 
16  12) Armor Power Supply: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIHID (-1/4) 0
11  13) Life support units: 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); Costs Endurance (-1/2), OIHID (-1/4) 2
6  14) Psionic Shielding: Mental Defense (11 points total) (8 Active Points); OIHID (-1/4) 0
16  15) JumpJets: Leaping +15" (4"/29" forward, 2"/14 1/2" upward) (Accurate) (20 Active Points); OIHID (-1/4) 2
3  16) Heavy Armor: Knockback Resistance -2" (4 Active Points); OIHID (-1/4) 0
  Holographic Sensor Suite Contacts & Micro Comlink, all slots Only In Heroic Identity (-1/4) 
5  1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); Only In Heroic Identity (-1/4) 0
12  2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); Only In Heroic Identity (-1/4) 0
4  3) Nightsight : Nightvision (5 Active Points); Only In Heroic Identity (-1/4) 0
14  4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Only In Heroic Identity (-1/4) 0
5  5) Sight-Augmenting Sights: +3 PER with Sight Group (6 Active Points); Only In Heroic Identity (-1/4) 0
4  6) Thermalsight Sights: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) 0
6  Athletic: Running +3" (9" total) 1
Powers Cost: 274

Cost  Skill
20  +4 with HTH Combat 
3  Acting 12- (14-) 
2  Computer Programming (Personal Computers) 13- 
3  Electronics 13- 
3  Forensic Medicine 13- 
3  Inventor 13- 
3  Jack of All Trades 
1  1) PS: Artist/Illustrator (2 Active Points) 11- 
1  2) PS: Costume Designer (2 Active Points) 11- 
2  3) PS: Professional Driver (3 Active Points) 13- 
1  4) PS: Special Effects Artist (2 Active Points) 11- 
1  Language: French (basic conversation) 
3  Mechanics 13- 
3  Scholar 
1  1) KS: CAD/CAM (2 Active Points) 11- 
2  2) KS: CG Effects (3 Active Points) 13- 
2  3) KS: Computer Animation (3 Active Points) 13- 
1  4) KS: Costuming (2 Active Points) 11- 
2  5) KS: Gridiron Football (3 Active Points) 13- 
1  6) KS: Lighting Effects (2 Active Points) 11- 
1  7) KS: Martial Arts Films (2 Active Points) 11- 
3  8) KS: Sci-Fi Movies, Television, and Literature (4 Active Points) 14- 
2  9) KS: The Superhero World (3 Active Points) 13- 
3  Scientist 
2  1) SS: Anatomy 13- (3 Active Points) 
2  2) SS: Biochemistry 13- (3 Active Points) 
2  3) SS: Biology 13- (3 Active Points) 
6  4) SS: Chemical Engineering 17- (7 Active Points) 
2  5) SS: Holography 13- (3 Active Points) 
2  6) SS: Lasers 13- (3 Active Points) 
2  7) SS: Mathematics 13- (3 Active Points) 
2  8) SS: Mechanical Engineering 13- (3 Active Points) 
2  9) SS: Optics 13- (3 Active Points) 
2  10) SS: Physics 13- (3 Active Points) 
2  11) SS: Pyrotechnics 13- (3 Active Points) 
Skills Cost: 93

Cost  Perk
8  Computer Link: Tomorrow Legion Database 
3  Fringe Benefit: Membership: Tomorrow Legion 
5  Money: Well Off 
15  Vehicles & Bases: The Chronochaser (Super Jet) 
10  Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon) 
5  Vehicles & Bases: Tomorrow Tower 
2  Contact: Hollywood Studios (Contact has useful Skills or resources, Contact limited by identity) 11- 
Perks Cost: 48

Cost  Talent
5  Eidetic Memory 
Talents Cost: 5

Val  Disadvantages
15  DNPC: Aria Wells-Holt (Daughter) 8- (Incompetent) 
10  Distinctive Features: Gigantic Monster Looking Man (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 
0  Hunted: Ironclad 8- (As Pow, Watching) 
10  Hunted: Ogre 8- (As Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Code vs Killing (Common, Strong) 
15  Psychological Limitation: Loves to learn and do new things (Very Common, Moderate) 
20  Psychological Limitation: Protective of Wife (Aria); Will sacrifice Self for her well-being (Common, Total) 
10  Psychological Limitation: Trivia Geek (Common, Moderate) 
15  Social Limitation: Secret Identity; Jason Wells-Holt (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 164

Total Experience Available: 164

Experience Unspent: 0

Total Character Cost: 514


Height: 1.98 mHair: Blonde
Weight: 127.00 kgEyes: Blue
Appearance: Jason is tall and thickly muscled. He trains harder for his new job than he did as a football player. He has kept his weight down and has a trimmer physique then you'd expect for a lineman. He has blonde hair and blue eyes. Gorgannus is a suit of armor with a sophiticated "biological simulator". The costume appears to be a bizzare humanoid lifeform with a light organic exoskeleton. The "skin" is crimson with ash armored plates on the shoulder, torso, thighs, and shins. His eyes are green and he has a lare mouth with several rows of sharp teeth. His voice is a hollow rumble.
Personality: Gorgannus is really enjoying himself, he loves being part of a team and the chance at "competing" with super beings is the dream of a lifetime. He sees himself as the protector of the whole team. His life now revolves around his wife and child, his team, and his movies in that order. He tends towards a gruff and aloof air as Gorgannus, his gregarious nature shown only in glimpses until he takes his "work clothes" off.
Quote:"Stand back, Human, Gorgannus can deal with this upstart."
"Honey, where is the heart of Gorgannus?"
Background: Jason Wells-Holt was one of the most highly recruited high school football players in Oregon history. A giant of a man even at 18, he was not only a physical juggernaut on the O-Line, he was assured a spot on any team with 1700 SAT scores. Jason was disillusioned with big time college football by the time he had reached his sophomore season. He had been required to retake the SATs to prove he hadn't cheated; after scoring a 1780 the second time, his parents sued the NCAA. Jason took a scholarship to Stanford University, played two seasons and transferred to Cal Tech and studied chemical engineering. He joined the "Nerds of the Round Table" after two weeks and became fast friends with Peter Walker. Peter and Jason were movie fanatics as well as gamer-geeks; where Jason gravitated towards sci fi and horror, Peter was a connoisseur of Martial Arts, and Anime films. Jason met Brenda Olson his senior year. The freshman Mathematics major and aspiring pop singer soon dominated Jason's life. Although Peter felt a bit jealous, he and Brenda warmed to each other eventually (Brenda was also a big Anime fan). Jason graduated and took his degree to Hollywood, becoming an effects man and putting his artistic talents to costume and creature design. He had a pretty good gig going when he got word from Peter that the "Nerds" had found the holy land. His interest piqued, Jason found himself marveling at his friend’s achievements in their fields and the applications, realizing that he wanted to join their Heroing "Enterprise" he worked with the others to create a powered armor suit that resembled one of the alien designs he had fancied but never used in any of the films. With the other's help, the suit he dubbed Gorgannus became his vehicle to enter the "Big Leagues". Brenda and Jason were married that year and they had their first child the following year. Brenda, also on the team for a time under the guise of Aria, has been on leave, and her spot on the roster taken by Lin "Component" Meyung.
When the Champions and the Tomorrow Legion worked together in 2003, Ironclad conversed with Gorgannus briefly and came away with the impression that the “extra terrestrial” was anything but. Intrigued, he has been keeping tabs on the Legion and its resident alien.
Powers/Tactics: A brick with a "Special Attack". As a nod to his Asian sci-fi style monster forbearers, Gorgannus has an Ion Cannon emplaced in his chest. The effects are visually spectacular, but only average in effectiveness. He tends to rely on is fists and durability in combat.
Campaign Use: As part of a team of gamers living out their fantasies, Gorgannus is the physical one. He has used his variety of talents to ensure that Gorgannus looks like the real deal. If you want to tone the big G down, drop his physical attributes to the 60-65 range and his damage reduction to 25%, if you go this route, increase his DEF to 23-25. To make him more impressive, increase the power of the Ion Cannon, and then bring his characteristics up to the desired level.


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

Player: NPC; Leader of the Tomorrow Legion

Val  Char   Cost
60  STR5
24  DEX9
30  CON10
15  BODY0
23  INT13
17  EGO14
23  PRE5
12  COM1
 
30  PD3
30  ED3
4  SPD6
18  REC0
70  END0
62  STUN0
 
6"  RUN0
2"  SWIM0
12"  LEAP0
Characteristics Cost: 69

Cost  PowerEND
57  Omniblast!: EB 10d6, Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Increased Endurance Cost (x2 END; -1/2), IIF (Hidden elements focust near his eyes; -1/4) 20
  Omniman Battlesuit, all slots IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
15  1) Atmospheric Field: 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); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 0
26  2) Cybernetic Relays: +11 DEX (33 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
4  3) Graviton Field Enhanced Physiology: +10 END (5 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
24  4) Graviton Field Enhanced Physiology: +15 CON (30 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
12  5) Graviton Field Enhanced Physiology: +15 PD (15 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
17  6) Graviton Field Enhanced Physiology: +21 ED (21 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
36  7) Graviton Field Enhanced Physiology: +45 STR (45 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 4
8  8) Graviton Field Enhanced Physiology: +5 BODY (10 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
12  9) Graviton Field: Damage Resistance (15 PD/15 ED) (15 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 0
3  10) Gravity Adaption: Environmental Movement (Zero-G Training) (4 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
6  Confidence and Attitude: +8 PRE (8 Active Points); OIHID (-1/4) 
32  Flight Capabilities: Multipower, 40-point reserve, (40 Active Points); all slots IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 
3u  1) Atmospheric Flight: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 4
3u  2) Combat Flight: Flight 20" (40 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 4
1u  3) Transatmospheric Flight: FTL Travel (10 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 0
8  Psionic Shielding: Mental Defense (13 points total) (10 Active Points); IIF (-1/4) 0
  Holographic Sensor Suite Contacts & Micro Comlink 
5  1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); IIF (Contacts; -1/4) 0
12  2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
4  3) Nightsight Goggles: Nightvision (5 Active Points); IIF (-1/4) 0
14  4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5  5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); IIF (-1/4) 0
10  6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); IIF (-1/4) 0
4  7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
Powers Cost: 321

Cost  Skill
10  +2 with HTH Combat 
3  Acting 14- 
3  Bureaucratics 14- 
5  Cramming  
3  Electronics 14- 
3  High Society 14- 
3  Interrogation 14- 
3  Inventor 14- 
3  KS: The Scientific World 14- 
3  KS: The Superhero World 14- 
1  Mimicry 8- 
3  Oratory 14- 
3  Paramedics 14- 
3  Scientist 
2  1) SS: Aeronautical Engineering 14- (3 Active Points) 
2  2) SS: Aerospace Enginering 14- (3 Active Points) 
2  3) SS: Battlesuit Engineering and Design 14- (3 Active Points) 
2  4) SS: Force Field Physics 14- (3 Active Points) 
4  5) SS: Gravitic Engineering 16- (5 Active Points) 
2  6) SS: Kinetics 14- (3 Active Points) 
2  7) SS: Physics 14- (3 Active Points) 
2  8) SS: Tachyon Physics 14- (3 Active Points) 
7  Systems Operation (Environmental Systems, Air/Space Traffic Control Systems, FTL Sensors, Medical Sensors, Radar, Sensor Jamming Equipment) 14- 
2  Weaponsmith (Energy Weapons) 14- 
Skills Cost: 76

Cost  Perk
2  Contact: Orion Technologies (Contact has useful Skills or resources, Contact limited by identity) 11- 
  Tomorrow Legion Perks 
8  1) Computer Link: Tomorrow Legion Database 
3  2) Fringe Benefit: Membership: Tomorrow Legion 
5  3) Money: Well Off 
15  4) Vehicles & Bases: The Chronochaser (Super Jet) 
10  5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon) 
5  6) Vehicles & Bases: Tomorrow Tower 
Perks Cost: 48

Val  Disadvantages
15  DNPC: Katarina Benson (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID) 
20  Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Enjoys playing the Hero (Common, Moderate) 
15  Psychological Limitation: Will step into obviously lethal situations without a second thought (Common, Strong) 
10  Psychological Limitation: Worries about his "Secret" (Common, Moderate) 
15  Rivalry: Professional (Superion ; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity; Dr Chris Parker (Frequently, Major) 
10  Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 164

Total Experience Available: 164

Experience Unspent: 0

Total Character Cost: 514


Height: 1.85 mHair: Black
Weight: 91.00 kgEyes: Brown
Appearance: A handsome young African American man. Chris has a lean, athletic build and wears modern, if slightly conservative fashions. He wears glasses in his "civilian" ID. As Omniman, he wears a black bodysuit with a red Infinity symbol on his chest. His cape and belt are gold as are his boots. The suit gives him a few inches in height and a more "heroic" physique. The voice modulator changes his voice and he wears is sensory gear in specially developed nanite driven contact lenses. The graviton field that gives him most of his powers also obscures his features from cameras and electronic sensors. His personality and the way he carries himself are also much different.
Personality: As Omniman, Chris Parker gets to play out his fantasies. He has respect, power, and fame. The best part is he can shut it all down and resume his normal life when he wants to. He does sometimes feel uncomfortable with the media thrusting the roll of, "African American Role-Model" on him, as well as a few publicity seeking members of the African American community seeking fame by association to him; most of the time he manages to stay above the fray. Omniman acts as the team spokesman and has become a good public speaker as a result, he affects a deeper voice as Omniman (with the help of a voice modulator built for him by Aria) and this aids him in keeping a secret identity without wearing a mask.
Quote:"This looks like a job for Omniman!"
Background: Upon his graduation from Cal Tech in 1995; Chris Parker went to work for Orion Technologies. Earning his PhD during this time he spent some of his down time working on a cybernetically controlled flight suit. Basing the suit's capabilities on graviton technologies (largely considered theoretical in his college days but proven viable by Empress in 1999), he quickly found that the suit could possibly provide many more capabilities than mere flight and life support. By 2002, he had developed a prototype suit and found his theories confirmed. The suit not only allowed him to fly and protect himself with a localized atmosphere, it somehow allowed for him to exert superhuman levels of physical strength and endurance. It was then that he decided to contact some of his friends from college.
Growing up in the suburbs of Orange County, Chris had been a nerd. When he reached college he looked for fellow gamers to play with and found to his delight, the "Nerds of the Round Table"; a group of tech geeks who also gamed. Even at Cal Tech they were considered the mighty (Mostly because Supherhero RPG's were not as popular as Fantasy; particular Vampire fantasy at that time). Now that he had found away to take part in their "spandex dreams", he wanted to let his friends in on it.
Dr Parker was shocked to discover that the other five that had made up the "Core" of the NOTRT had all, at about the same point in their lives, made the discoveries that would allow them to play superhero for real. Setting aside the improbability of the situation, the six friends pledged to form a team of heroes for the new Millennium. After pooling their financial resources and forming a company for their patents, they began to develop heroic identities for themselves. Taking a cue from his heroes Atlas, Superion, and Kid Courageous (now known as the Guardian), Dr Parker dubbed himself Omniman.
Powers/Tactics: A classic Superman Archetype. His Omnibeam can be modulated to differing effects. His costume makes all of his powers possible. He wears highly developed nano-tech contacts that affect a holographic "heads up" display. This is his communications and sensor suite. He needs to activate it cyberpathically (the Cybercircuits designed by Astralle) His Omnibeam fires from about two inches from his face. The contacts hold the targeting system, the energy actually comes from the circlet he wears on his forehead. The contacts then form an invisible to normal sight "lense" infront of his face. The lense can be seen by those with UV vision, with a -5 PER check when he fires the weapon. He prefers to use his strength. He is working on developing gravity weapons that will allow him to pull off some of the "Brick Tricks" other strongmen can seemignly pull off.
Campaign Use: The Tomorrow Legion are serious heroes, but they "play the part" rather than come out and say they get their abilities from gadgets. It's part of the fun for them. At heart most of them are still kids. If you want to lower the powers and abilities of Omniman, simply lower the bonuses he gets from the suit. To improve him, build some "Brick Tricks" he can achieve via the Graviton Suit. Increasing his physical attributes is always a good fix, so is a few more CSLs


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

Player: NPC Heroine; Member of the Tomorrow Legion

Val  Char   Cost
15/25  STR5
20  DEX30
15/30  CON10
11  BODY2
20  INT10
13  EGO6
20  PRE10
20  COM5
 
8/20  PD5
7/40  ED4
5  SPD20
6/11  REC0
30/60  END0
30/43  STUN3
 
6"  RUN0
2"  SWIM0
3"/5"  LEAP0
Characteristics Cost: 110

Cost  PowerEND
72  Plasma Control: Multipower, 90-point reserve, (90 Active Points); all slots IIF (-1/4) 
3u  1) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points); No Knockback (-1/4), Not Vrs Targets In Or Under Water (-1/4), IIF (-1/4) 6
5u  2) Melting Beam: Killing Attack - Ranged 3d6, Penetrating (+1/2) (67 Active Points); IIF (-1/4) 7
6u  3) Plasma Incenerator: Killing Attack - Ranged 4d6, Affects Desolidified One Special Effect of Desolidification (Fire/Heat Based Desolids; +1/4) (75 Active Points); IIF (-1/4) 7
7u  4) Plasmafire Bolt: Energy Blast 14d6, Reduced Endurance (1/2 END; +1/4) (87 Active Points); IIF (-1/4) 3
5u  5) Plasmafire Prison: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-1/2), IIF (-1/4) 0
7u  6) Searing Plasma Beam: Energy Blast 9d6, Continuous (+1) (90 Active Points); IIF (-1/4) 9
3u  7) Starflare: Sight Group Flash 8d6 (40 Active Points); IIF (-1/4) 4
6u  8) Sunfire Blast: (Total: 80 Active Cost, 59 Real Cost) Energy Blast 12d6 (60 Active Points); IIF (-1/4) (Real Cost: 48) plus Sight Group Flash 4d6 (20 Active Points); Linked (Energy Blast; -1/2), IIF (-1/4) (Real Cost: 11) 8
5u  9) Wall Of Fire: (Total: 74 Active Cost, 48 Real Cost) Force Wall (10 ED), Transparent PD (+1/2) (37 Active Points); IIF (-1/4) (Real Cost: 30) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4), IIF (-1/4) (Real Cost: 18) 8
  Holographic Sensor Suite Contacts & Micro Comlink 
5  1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); IIF (Contacts; -1/4) 0
12  2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
4  3) Nightsight Goggles: Nightvision (5 Active Points); IIF (-1/4) 0
14  4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5  5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); IIF (-1/4) 0
10  6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); IIF (-1/4) 0
4  7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
  Personal Abilities , all slots IIF (-1/4) 
17  1) Cold Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2), IIF (-1/4) 0
8  2) Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4), IIF (-1/4) 0
32  3) Fiery Flight: Flight 20" (40 Active Points); IIF (-1/4) 4
3  4) Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); IIF (-1/4) 0
34  5) Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2), IIF (-1/4) 0
35  6) Flame Aura: Killing Attack - Hand-To-Hand 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points); No STR Bonus (-1/2), IIF (-1/4) 6
6  7) Psionic Shielding: Mental Defense (11 points total) (8 Active Points); IIF (-1/4) 0
24  8) Reinforced Costume: Armor (10 PD/10 ED) (30 Active Points); IIF (-1/4) 0
8  9) a-Strength Augmentation: +10 STR (10 Active Points); IIF (-1/4) 1
24  10) b-Resiliance Augmentation: +15 CON (30 Active Points); IIF (-1/4) 
Powers Cost: 364

Cost  Skill
3  Scientist 
2  1) SS: Astrophysics 13- (3 Active Points) 
2  2) SS: Chemical and Biological Weapons 13- (3 Active Points) 
2  3) SS: Energy Conversion Systems 13- (3 Active Points) 
2  4) SS: Lasers 13- (3 Active Points) 
2  5) SS: Magnetics 13- (3 Active Points) 
2  6) SS: Mathematics 13- (3 Active Points) 
2  7) SS: Nuclear Physics 13- (3 Active Points) 
2  8) SS: Physics 13- (3 Active Points) 
2  9) SS: Thermodynamics 13- (3 Active Points) 
2  10) SS: Weapons System Engineering 13- (3 Active Points) 
3  Computer Programming 13- 
3  Electronics 13- 
3  Demolitions 13- 
3  Mechanics 13- 
3  Inventor 13- 
2  KS: The Superhuman World 11- 
3  KS: The Scientific World 13- 
2  KS: Comic Books 11- 
3  Persuasion 13- 
3  Shadowing 13- 
3  Stealth 13- 
3  Seduction 13- 
3  Conversation 13- 
Skills Cost: 60

Cost  Perk
  Tomorrow Legion Perks 
8  1) Computer Link: Tomorrow Legion Database 
3  2) Fringe Benefit: Membership: Tomorrow Legion 
5  3) Money: Well Off 
15  4) Vehicles & Bases: The Chronochaser (Super Jet) 
10  5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon) 
5  6) Vehicles & Bases: Tomorrow Tower 
Perks Cost: 46

Val  Disadvantages
5  Dependent NPC: Tim Bruce 8- (Normal; Useful Noncombat Position or Skills) 
15  Hunted: Holocaust 8- (Mo Pow, Harshly Punish) 
5  Hunted: Howler 8- (Less Pow, Harshly Punish) 
15  Hunted: The Ultimates 8- (Mo Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Devoted wife (and soon to be mother) (Common, Strong) 
10  Psychological Limitation: Enjoys "Playing the game" (Common, Moderate) 
10  Psychological Limitation: Looking to the future beyod heroing (Uncommon, Strong) 
15  Social Limitation: Secret Identity (Frequently, Major) 
10  Vulnerability: 2 x BODY Water Based Attacks (Uncommon) 
10  Vulnerability: 2 x STUN Water Based Attacks (Uncommon) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 230

Total Experience Available: 230

Experience Unspent: 0

Total Character Cost: 580


Height: 1.70 mHair: Blonde, Firey Red when in costume
Weight: 66.00 kgEyes: Blue, Red with contacts
Appearance: A trim, well muscled woman with a golden tan and honey blonde hair. She wears comfortable clothes in a slightly racy style, she has a nice bod and likes to show it off. Her costume is a red body suit with five golden silicone discs one on each shoulder, one on each hip and one in the center of her chest, red contacts, red hair (an unforseen side effect of the forcefield that protects her from her powers. She wears golden gloves and boots, each are folded over and rather short. Her hair is long (to the small of her back). The plasma is golden light with flickering red flames at the edges.
Personality: Mariah took a while to come into her own, originally very insecure and shy, then purposfully outgoing and "edgy", fianlly settling in to a healthy, well balanced person. She has enjoyed her time as Plasmaiden but is considering giving up the spandex for good once the baby is born. The rest of the team doesn't know of this.
Quote:"Fried Fiend coming up!"
Background: Some people are late bloomers, Mariah Walker is exhibit 'A'. Growing up she was always the brainy girl. She hung out with the other nerds and started gaming when she was 12. She graduated Highschool as the valedictorian and kissed Virgina goodbye. Attending school on the other side of the country appealed to her. She wanted a fresh start. During college she went through a "goth" phase, piercings, dyed her hair black, a nice celtic tattoo on the small of her back and just below her belly button. She joined the Nerds of the Round Table her junior year, having avoided gaming for two years in an effort to be the "New" Mariah. But once she started playing it all came back. She dated Chris Parker for a year and when they went their separate ways after graduation it was a friendly split.
She went to grad school at Stanford and met Tim Bruce. Tim was a business major and every bit the genius in his chosen field that she was at hers. After getting her Phd in Physics, she and Tim married. Mariah went to work for Orion Technologies, a different division and city than her former boyfriend Chris, but they kept in touch and he served as one of the groomsmen at her wedding. Finally comfortable in her own skin, Mariah shed the last vestiges of her "Goth" days, grew her hair out, lost the lip and tongue piercing that Tim had found rather distasteful, but only after he promised to quit smoking. Mariah was working on a plasma conversion matrix for Orion's Aerospace division when she came across a lens like container that could store and later release the massive energies involved. Realising that her work could be used to create plasma based weaponry, she struggled with the idea of destroying it or patening it. It was during this time that Chris called and told her the news about his gravitic suit. It took three nights for Mariah to devise her prototype plasma guantlet. She and Tim discussed the possibilities of funding a team of superheroes with patents and technological advancements. The discussions grew more serious when she developed the plasma based propulsion belt. By this time Chris had more of their friends on board. The project was a go and Tim began to develop a business plan.
With the help of Chris, Lisa, Dave, and Jason, Mariah developed the skintight, Plasmaiden suit. The suit uses a sophisticated forcefield to keep her from suffering the effects of her "Powers", while allowing her to appear to have natural plasma based abilties. As Plasmaiden, Mariah has been able to play the superheroine and has enjoyed it tremendously. It's been two years since they began and she and Tim are expecting thier first child so she is on leave from the team.
Powers/Tactics: A relatively typical energy projector. Plasmaiden's power is stored in the "plasma lenses" that adorn her costume (five to be exact). She lacks area blasts, but her firewall and plasmafire cage can trap multiple opponents. She prefers to fight from a distance. Water has "unfriendly" effects on her battlesuit and she tends to avoid water using villains if at all possible.
Campaign Use: Plasmaiden is on the powerful side (90 active pt multipower) but her MP could easily be scaled to 75 or even 60 pts. Consider dropping her defenses to 12 or less too.
If you want to beef her abilities up, raise the MP to 105-125 pts, increase her defense to 25.


Shinobi (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 Tomorrow Legion

Val  Char   Cost
25  STR15
27  DEX51
25  CON30
15  BODY10
20  INT10
13  EGO6
20  PRE10
20  COM5
 
12/20  PD7
12/20  ED7
6  SPD23
10  REC0
50  END0
50  STUN9
 
10"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 183

Cost  PowerEND
36  "Ninja Techniques": Multipower, 45-point reserve, (45 Active Points); all slots IIF (Specially designed weapons system; -1/4) 
3u  1) Mantle of the Golden Star: Sight Group Flash 4d6, Personal Immunity (+1/4), Area Of Effect (3" Radius; +1) (45 Active Points); No Range (-1/2), IIF (Specially designed weapons system; -1/4) [Notes: Merely a Photon-Optic Burst] 4
3u  2) Mists of the Moon Goddess: Darkness to Sight and Radio Groups 3" radius (35 Active Points); IIF (Specially designed weapons system; -1/4) [Notes: Low Level Radio Jammer with a "Hydrate Mist" emitter] 3
4u  3) Shuriken Storm!: RKA 1d6+1, Area Of Effect (2" Any Area; +1), Selective (+1/4) (45 Active Points); IIF (Specially designed weapons system; -1/4) [Notes: Energized disks desinged to look like glowing shuriken.] 4
2u  4) Stone Dragon FIST!: (Total: 44 Active Cost, 25 Real Cost) HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), IIF (Specially designed weapons system; -1/4) (Real Cost: 14) plus Hearing Group Flash 5d6, Personal Immunity (+1/4) (19 Active Points); Linked (Vibro-Impact Punch; -1/2), IIF (Specially designed weapons system; -1/4) (Real Cost: 11) 4
3u  5) Wave Motion Blast!: EB 9d6 (45 Active Points); Restrainable (Requires Both Hands to Fire ; -1/2), IIF (Specially designed weapons system; -1/4) [Notes: Plasma Blast; triggered by forearm crossing motion] 4
  Shinobi Battle Suit 
16  1) Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
16  2) Chameleon Unit: Invisibility to Sight Group (20 Active Points); IIF (Specially concealed Armor; -1/4) 2
2  3) Cowl Audio Enhancement: Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (-1/4) 0
9  4) Insulated Armor w/Rebreather: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); IIF (Specially concealed Armor; -1/4) 0
10  5) Micro Friction Filaments: Clinging (30 STR) (12 Active Points); IIF (-1/4) 0
4  6) Protected Senses: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) 0
14  7) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5  8) Psionic Shielding: Mental Defense (8 points total) 0
16  9) Sonic Bafflers: Invisibility to Hearing Group , No Fringe (20 Active Points); IIF (Specially concealed Armor; -1/4) 2
8  10) Thermal Imaging & Tracing: IR Perception (Sight Group), Tracking (10 Active Points); IIF (-1/4) 0
4  11) Visor: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) 0
25  High Tech Ninja-To: (Total: 62 Active Cost, 25 Real Cost) HKA 2d6-1 (3d6 - 1 w/STR), Penetrating (+1/2) (37 Active Points); OAF Durable (-1), No Knockback (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 13) plus Missile Deflection (Bullets & Shrapnel) (15 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 7) plus +2 OCV (10 Active Points); OAF Durable (-1) (Real Cost: 5) 4
11  Peerless Health: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
8  Strong Leaper: Leaping +3" (8" forward, 4" upward) (Accurate) 1
8  Swift: Running +4" (10" total) 1
Powers Cost: 207

Cost  Martial Arts Maneuver
  Self Developed Martial Art utilizing Aikido, Karate, and Tae Kwon Do 
8  1) +2 HTH Damage Class(es) 
4  2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 
4  4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs 
5  6) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike 
3  7) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 
4  8) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls 
3  9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls 
4  10) Punch/Snap Kick/Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 
5  11) Roundhouse/Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 
3  12) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 7d6 Strike; Target Falls 
3  13) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls 
1  14) Weapon Element: Blades 
1  15) Weapon Element: Karate Weapons 
1  16) Weapon Element: Polearms 
1  17) Weapon Element: Staffs 
Martial Arts Cost: 58

Cost  Skill
10  +2 with HTH Combat 
3  Acrobatics 14- 
3  Breakfall 14- 
3  Climbing 14- 
3  Concealment 13- 
3  Forensic Medicine 13- 
5  Language: Japanese (idiomatic; literate: Kanji) 
3  Lipreading 13- 
3  Lockpicking 14- 
3  Paramedics 13- 
3  Scholar 
2  1) KS: Akido (3 Active Points) 13- 
2  2) KS: Anime & Manga (3 Active Points) 13- 
2  3) KS: Infectious Disease Control and Prevention (3 Active Points) 13- 
2  4) KS: Karate (3 Active Points) 13- 
2  5) KS: Martial Arts Cinema (3 Active Points) 13- 
2  6) KS: Physical Therapy (3 Active Points) 13- 
2  7) KS: Tae Kwon Do (3 Active Points) 13- 
2  8) KS: The Martial Arts World (3 Active Points) 13- 
3  Scientist 
5  1) SS: Biochemistry 16- (6 Active Points) 
2  2) SS: Biology 13- (3 Active Points) 
2  3) SS: Emergency Medicine 13- (3 Active Points) 
2  4) SS: Forensic Pathology 13- (3 Active Points) 
2  5) SS: Medicine 13- (3 Active Points) 
2  6) SS: Microbiology 13- (3 Active Points) 
2  7) SS: Pharmacology 13- (3 Active Points) 
2  8) SS: Toxicology 13- (3 Active Points) 
3  9) SS: Virology 14- (4 Active Points) 
2  10) SS: Xeno Medicine 13- (3 Active Points) 
3  Security Systems 13- 
3  Shadowing 13- 
3  Sleight Of Hand 14- 
3  Stealth 14- 
3  Streetwise 13- 
3  Systems Operation 13- 
3  Teamwork 14- 
2  WF: Common Martial Arts Melee Weapons 
2  WF: Common Melee Weapons 
1  WF: Off Hand 
Skills Cost: 111

Cost  Perk
9  Contact: METE (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 
6  Contact: PRIMUS (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11- 
5  Money: Well Off 
  Tomorrow Legion Perks 
8  1) Computer Link: Tomorrow Legion Database 
3  2) Fringe Benefit: Membership: Tomorrow Legion 
15  3) Vehicles & Bases: The Chronochaser (Super Jet) 
10  4) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon) 
5  5) Vehicles & Bases: Tomorrow Tower 
Perks Cost: 61

Val  Disadvantages
15  Dependent NPC: Clyde Walker (Brotherr) 8- (Normal; Unaware of character's adventuring career/Secret ID) 
10  Distinctive Features: Ecclectic Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Hunted: Actual Ninja (GM Decides who) 8- (As Pow, Harshly Punish) 
10  Hunted: Green Dragon 8- (As Pow, Harshly Punish) 
10  Hunted: Shadow Dragon 8- (As Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Excitable and hyperactive (Common, Moderate) 
10  Psychological Limitation: Gunslinger Mentality, loves to "Test himself" against other martial artists. (Common, Moderate) 
15  Psychological Limitation: Work a holic (Very Common, Moderate) 
5  Rivalry: Professional (Nighthawk (or other vigilante style martial artist), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 
15  Social Limitation: Secret Identity (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 270

Total Experience Available: 269

Experience Unspent: 0

Total Character Cost: 620


Height: 1.75 mHair: Brown
Weight: 75.00 kgEyes: Brown
Appearance: Peter has gone from flab to fab. Even before his biochemical transformation, he had shed his baby fat for a lean, athletic physique. Now its just "Moreso". He wears jeans and a t-shirt (usually with a popular anime character on it) and a lab coat at work . His battle suit appears to be a skin tight black body suit with manga styled "ninja armor" over the chest, thighs, shoulders, shins, and forearms. He wears a "mystical" style mask/helmet looking thing.
Personality: Shinobi is older, wiser, and still considered the excitable little brother, of the team. He and Brenda have a huge library of Anime and manga at the Legion Library. In his 'spare' time; Peter still works towards a cure for cancer, using the Tomorrow Legion's vast communications capacity to coordinate international efforts (He maintains his secret ID as the official Medical officer of the Tomorrow Legion). He has, over the years gained an acute knowledge of alien and superhuman medicine (mostly through correspondence with other experts).
Through it all he still loves acting the mysterious mystical martial arts master. Peter has also taken to recreating his super-formula for his friends. He found quickly that the formula had only worked on him. He is working to tailor similar enhancers to his friends DNA thinking that it will improve their crime fighting abilities.
Quote:"...."
Background: Peter Walker was introduced to anime and martial arts films by his older brother Clyde. He became as obsessed with them as he was with Biology. Peter's Biology obsession stemmed from a desire to cure his grandfather's Cancer. At the ripe old age of 14, Peter attended Cal Tech to get his undergraduate work. A fat and unhappy child; he found solace playing RPG's with the "Nerds of the Round Table". His first year there, he met Jason Wells-Holt, a former football standout turned academic prodigy. At first, Peter avoided the gigantic young man; he had taken enough abuse from jocks at his high school. Jason made an effort to reach out to the youngest member of the "Nerds" and asked Pete to come work out with him, leading to Pete actually taking martial arts classes. They found that their common love of movies and their similar educational backgrounds made them a formidable study tandem. Pete was at first very jealous of Jason's girlfriend, Brenda, but her own love of anime won him over and he served as the best man at their wedding. Pete got his BS from Cal Tech in three years and then went on to UCLA to study medicine. His grandfather's worsening condition led him to work long hours and ignore everything else in his life; Pete desperately and irrationally clung to the hope that he could find a cure in time. When Peter's grandfather died, he was crushed; it was as if all his work had been a waste of time; he had missed out on much of his grandfather's last years. Pete left the medical research team he had been with and drifted for a while. To help him work through his grief, he returned to his study of martial arts and achieved a black belt in several styles. He synthesized his own style based around a mashing of aikido, tae kwon do, and karate. He has yet to name his style or formally present it.
It was during this time he was contacted by VIPER. VIPER theorized Peter's quick departure from his team had something to do with ego; they attempted to recruit him. When the Nest Leader in charge of his recruitment realized that Peter wasn't VIPER material, he attempted to have the young scientist killed. Peter was saved by the interference of a superhero; an alien warrior named Gorgannus. Later, Peter learned that Gorgannus was, in fact, Jason in an armored costume! Jason made Peter an offer he couldn't refuse; Peter joined the Tomorrow Legion as the mysterious Shinobi. Using a specially designed battle suit that mimicked some of the anime "ninja techniques" from his youth, and a serum he created that imbued him with tremendous physical prowess; Peter was soon kicking VIPER tail as a superhero! Shinobi was the first "recruit" for the Tomorrow Legion in 1998 and he has been with the team ever since.
Powers/Tactics: Peter uses the abilities of his battle suit to back up his near perfect physique and ecclectic fighting style. He can be an effective front line fighter or a skulker as the situation requires.
Campaign Use: Pete is one of the few on the team who has legitimate "super abilities"; his super-formula gave him tremendous physcial characteristics. If you'd like to make Shinobi less formidable, remove the formula. His attributes should then fall to two fisted adventurer levels, STR 15 DEX 20 CON 15-18 SPD 5. If you want to make him more formidable, give his battle suit more umph.