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

Player: Nearly unrecognizable version of character created by Bill Carone

Val  Char   Cost
20  STR10
30  DEX60
20  CON20
12  BODY4
15  INT5
13  EGO6
18  PRE8
18  COM4
8/14  PD4
8/14  ED4
6  SPD20
10  REC4
40  END0
40  STUN8
9"  RUN0
2"  SWIM0
10"  LEAP0
Characteristics Cost: 157

Cost  PowerEND
6  Accute Senses: +2 PER with all Sense Groups 0
6  Acrobatic: Superleap +6" (10" forward, 5" upward) 1
3  Keen Vision: +3 PER with Normal Sight 0
60  Multipower (Aikido Ki Powers): Multipower, 60-point reserve 
4u  1) Butterfly Touch: Entangle 4d6, 4 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) (60 Active Points); No Range (-1/2) 6
4u  2) Evasion : Missile Deflection (Any Ranged Attack), +5 OVC with Deflection, Adjacent Hex (+1/2) (45 Active Points) 0
2u  3) Swiftness of the Tengu: Teleportation 15" (30 Active Points); Must pass through Intervening Space (-1/2) 3
6  Swift: Running +3" (9" total) 1
10  Toughness: Physical Damage Reduction, 25% 0
6  Combat Gear: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 10- (Full Contact Karate Gear; -1 1/4), OIF (-1/2) 0
4  Iron Will: Mental Defense (7 points total) 0
25  Ki Perception: Find Weakness 12- with Related Group of Attacks (Martial Arts) 0
Powers Cost: 136

Cost  Martial Arts Maneuver
8  +2 HTH Damage Class(es) 
  Akido (Varient) 
4  1) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 Strike, Must Follow Block 
5  2) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away; Target Falls 
4  3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
4  5) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort 
5  6) Fast Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 
3  7) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike; Target Falls; Must Follow Grab 
3  8) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 
5  9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable 
4  10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls 
3  11) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
5  12) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
5  13) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 
3  14) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls 
3  15) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
1  16) Weapon Element: Blades 
1  17) Weapon Element: Polearms 
1  18) Weapon Element: Staffs 
Martial Arts Cost: 71

Cost  Skill
6  +2 with Aikido 
10  +2 with HTH Combat 
3  Acrobatics 15- 
3  Analyze: Style 12- 
3  Breakfall 15- 
3  Climbing 15- 
10  Defense Maneuver I-IV  
2  KS: Aikido 11- 
2  KS: Aikijutsu 11- 
2  KS: Martial Arts World 11- 
3  Language: Japanese (completely fluent) 
2  PS: Martial Arts Instructor 11- 
3  Paramedics 12- 
5  Rapid Attack (HTH)  
3  Shadowing 12- 
3  Stealth 15- 
3  Streetwise 13- 
3  Teamwork 15- 
2  Weapon Familiarity: Common Melee Weapons 
1  Weapon Familiarity: Quarterstaff 
Skills Cost: 72

Cost  Perk
4  Fringe Benefit: License to practice a profession: Accredited Martial Arts Instructor, Membership: Westguard 
10   Westguard Compound Contribution 
10  Dojo 
Perks Cost: 24

Cost  Talent
20  Danger Sense (self only, out of combat) 12- 
18  Combat Luck (9 PD/9 ED) 
2  Trackless Stride 
Talents Cost: 40

Val  Disadvantages
10  DNPC: Andrea Ling, Student 8- (Normal) 
10  Distinctive Features: Style Disadvantage: Aikido (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Hunted: Green Dragon 8- (As Pow, Harshly Punish) 
20  Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 
20  Hunted: Eurostar: 11- (Frequently), More Powerful, Harshly Punish 
15  Psychological Limitation: Cannot abide tyranny and brutality; will act to prevent abuse. (Common, Strong) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Competative (Common, Strong) 
10  Reputation: Highly Skilled Martial Artist: , Frequently (11-) 
5  Rivalry: Professional (Male Martial arts Hero (Seeker/Mantis/Nighthawk default), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 
10  Social Limitation: "Secret" Identity (Iris McClure) (Frequently, Minor) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 150

Total Experience Available: 150

Experience Unspent: 0

Total Character Cost: 500

Height: 1.85 mHair: Red
Weight: 73.00 kgEyes: Green
Appearance: A stunning redhead with green eyes and a tall "comic book amazon" build. In costume she wears a white aikido jacket and black billowy pants (I beleive that is the hakama) with a black lightly armored "sports bra" and red hand and foot armor (a la Ryu and Ken from Streetfighter fame). She doesn't wear a mask and doesn't go out of her way hide her identity but she stil maintains her anonymity in her private life.
Personality: A strong desire to see that the strong do not prey on the weak and a love of martial arts combat have been her main motivations. She has become a slightly more well rounded heroine, adding teamwork and some skulking skills, but she's more of a footwork type investigator rather than clue analysis. She has studied the more esoteric martial arts skills and has some pretty amazing Ki manipulation abilities to show for it.
Quote:"Bring it on."
Background: Iris McClure was a martial arts prodigy. Her father, an aikido practitioner himself got her into the sport when she was eight years old. Iris, a gifted athlete, won her age division every year she competed. Her reflexes were legendary and it was surmized that she was borderline superhuman by many rivals and opposing instructors. She loved the sport and competing. When she was 18 she moved to Japan and studied under instructors there, learning the language and developing her own techniques. She studied the older, more direct Aikijutsu, and weapons elements. She added from Karate and other arts she observed until she had what she consided a "perfect" combat technique. She openned her own dojo when she returned to the states four years later.
One evening, she and some of her students were in a tavern when a scene between a rather abusive man and the woman he was with interrupted their relaxation. Never one to let abuse carry on in front of her, and never being shy about butting in, Iris confronted the man. In his anger, the man swung at her and Iris quickly and painfully disabled him. The bar errupted in cheers and the embarassed man was thrown out.
When she and her students left, Iris had the feeling they were being followed. After they went their separate ways, she began her walk home, only to be confronted by the angry and abusive man. The man, a VIPER agent, had gathered a few (read: a dozen) of his buddies to help him get revenge. A brief but violent confrontation errupted and Iris found herself in the unfamiliar place of facing multiple, combat trained individuals. Her amazing physical prowess and training allowed her to hold her own until a costumed man appeared.
Iris recognized him as Shugoshin, a local vigilante. Shugoshin, who had been trailing the VIPER agents all night helped Iris send the agents to dreamland and then complemented her on her form.
After this mildly traumatic experience, Iris began to think the was maybe destined for something more than being an aikido instructor. Taking one of her "dress" uniforms (hakama?), she added some full contact armor (sans headgear) and dubbed her self Aikido. She often sparred with Shugoshin in the early days and he gave her pointers on handling the "Superhero Biz". Later, she found herself with four other heroes encountering the villain Holocaust and sme hired cronies and they formed what would become Westguard.
Powers/Tactics: An upfront fighter despite her relative lack of offense or defense, she spends much of combat keeping her opponents off balance. She has raised the ability to temporarily restrain opponents for her allies benefit to an art form. She knocks them over, grapples them, redirects them towards incoming attacks, and basically makes it seem that they are trying to get hit.
Campaign Use: Aikido is a pretty good rival for a pc martial artist, her competative nature makes her strive to be the premier practitioner in the area. She's not an unfriendly rival though and forms strong bonds with other Martial Artists, loving to compare styles. If she's too powerful for your game, drop her damage classes and Find Weakness. If she's not tough enough, give her a little more defense and increase her combat skill levels.

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

Player: NPC; based on character created by Peter Osborne; Member of Westguard

Val  Char   Cost
15  STR5
23  DEX39
28  CON36
14  BODY8
13  INT3
17  EGO14
18  PRE8
14  COM2
18  PD15
35  ED29
5  SPD17
10  REC2
60  END2
60  STUN24
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 204

Cost  PowerEND
22  Electrical Powers: Elemental Control, 44-point powers 
48  1) Ball Lightning: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
23  2) Deadly Lightning: Killing Attack - Ranged 3d6 (45 Active Points) 4
45  3) Electro-Missile: EB 9d6, Increased Maximum Range (335"; +0), No Range Modifier (+1/2) (67 Active Points) 7
28  4) Lightning Blast: Energy Blast 10d6 (50 Active Points) 5
23  5) Lightning Strikes: Flight 20", x4 Noncombat (45 Active Points) 4
7  6) Power Device: Aid Endurance 4d6 (40 Active Points); Technological/Electricity-based END Only (-1), Others Only (-1/2), Only Restores to Starting Values (-1/2) 0
25  Electrosense: Detect Energy Fields 12- (Unusual Group), Discriminatory, Range, Targeting Sense 0
40  OHM Effect: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Electricity (-1/2) 0
13  Toughened Flesh: Damage Resistance (9 PD/17 ED) 0
Powers Cost: 274

Cost  Skill
15  +3 with Ranged Combat 
3  Electronics 12- 
2  KS: Local Wiring Codes 11- 
3  Mechanics 12- 
2  PS: Electrician 11- 
3  Security Systems 12- 
3  Systems Operation 12- 
Skills Cost: 31

Cost  Perk
4  Fringe Benefit: Licensed Electrician, Membership: Westguard 
10  Westguard Compound Contribution 
Perks Cost: 14

Cost  Talent
3  Absolute Range Sense 
Talents Cost: 3

Val  Disadvantages
15  Hunted: Eurostar 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: Loves "Electric" Themed items (Very Common, Moderate) 
15  Psychological Limitation: Not comfortable with the spotlight (Common, Strong) 
15  Social Limitation: Secret Identity: Brian Raines (Frequently, Major) 
15  Susceptibility: Being "Grounded" , 3d6 damage Instant (Uncommon) 
5  Unluck: 1d6 
10  Vulnerability: 1 1/2 x BODY Fire/Heat Based Attacks (Common) 
20  Vulnerability: 2 x STUN Fire/heat Based Attacks (Common) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 176

Total Experience Available: 176

Experience Unspent: 0

Total Character Cost: 526

Height: 1.81 mHair: Blonde
Weight: 81.00 kgEyes: Blue
Appearance: A handsome young man with blond hair and blue eyes. The Bolt costume is black with a golden lightning bolt over his heart. His boots and gloves are gold and he wears a gold face mask.
Personality: Help people. Make sparks. Really, he's a simple man. He loves his superpowers, his calling as a hero and his life as a mwmber of Westguard. He has been with the team since its inception and doesn't intend to leave.
Quote:"Chargin' up and taking down!"
Background: Brian Raines was drawn to electricity, from an early age he looked for ways to play with it. He repaired televisions, computers, and radios when he was a teenager and studied electrical engineering at the local technical college. He began his career as an electrician and would have been extremely happy with his lot in life. But fate had other plans. It seems that his affinity with electricity was more than just intellectual curiosity, Brian was a latent mutant, his powers simmering just below the surface waiting a for the right moment to be released. That moment came during a blackout in 2001. Brian was part of the crew sent to the grid to bring it back on line; a misstep later and he had found himself resting a badly twisted ankle against the generator when it finally came back on. Brian's powers saved his life and transformed him from a mere journyman electrician to the superhuman Bolt.
Brian quickly put his abilities towards helping those in need. He was among the heroes that gathered to stop Holocaust's schemes and led to the forming of Westguard.
Powers/Tactics: Bolt is the long-range specialist of the team. He has an amazing reach with his Electro-Missiles and can affect great areas with is Ball Lightning. His defenses aren't low but are better suited for ranged combat.
Campaign Use: If Bolt is too tough for your campaign lower his ED to 20 and drop his killing attack. If he's not tough enough raise the DCs of his attacks to fit the bill.

Force (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 Westguard

Val  Char   Cost
13/43  STR3
13/27  DEX9
12/22  CON4
11  BODY2
25  INT15
18  EGO16
15  PRE5
12  COM1
4/25  PD1
4/20  ED2
3/6  SPD7
5/13  REC0
24/60  END0
50  STUN0
6"  RUN0
2"  SWIM0
2 1/2"/8 1/2"  LEAP0
Characteristics Cost: 65

Cost  PowerEND
63  Defense Array: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (94 Active Points); all slots OIF (-1/2) 
5u  1) Force Blast: Energy Blast 15d6 (75 Active Points); OIF (-1/2) 3
5u  2) Force Fist: Energy Blast 8d6, Indirect (Any origin, any direction; +3/4) (70 Active Points); OIF (-1/2) 3
5u  3) Force Fusillade: Energy Blast 10d6, Autofire (5 shots; +1/2) (75 Active Points); OIF (-1/2) 3
3u  4) Force Spear: Killing Attack - Ranged 3d6 (45 Active Points); OIF (-1/2) 2
5u  5) Sharp Force Blast: Energy Blast 10d6, Armor Piercing x1 (+1/2) (75 Active Points); OIF (-1/2) 3
5u  6) Strong Barrier: Force Wall (12 PD/12 ED; 5" long and 2" tall) (70 Active Points); OIF (-1/2) 3
5u  7) Strong Shackles: Entangle 6d6, 9 DEF (75 Active Points); OIF (-1/2) 3
  FORCE Battlesuit , all slots OIF (-1/2) 
15  1) Telekinetic Strength Enhancement: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
21  2) Telepathic Interface: +14 DEX (42 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
10  3) Telekinetic Impact Dispersal: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 
20  4) Telepathic Interface: +3 SPD (30 Active Points); OIF (-1/2) 
11  5) Adrenal Enhancements: +8 REC (16 Active Points); OIF (-1/2) 
12  6) Energy Effeciency Increase: +36 END (18 Active Points); OIF (-1/2) 
17  7) Stress Level Tolerance Enhancements: +26 STUN (26 Active Points); OIF (-1/2) 
8  8) Self Contained Atmosphere: 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), OIF (-1/2), Linked (TK Defense Fields; Greater Power is Constant or in use most or all of the time; -1/4) 2
85  9) TK Defense Fields: FF (21 PD/16 ED/5 Mental Defense/5 Power Defense) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (128 Active Points); OIF (-1/2) 0
27  10) Telekinetic Propulsion: Flight 20" (40 Active Points); OIF (-1/2) 4
  Psionic Sensor Suite, all slots OIF (-1/2) 
11  1) Detect Sentients: Detect A Class Of Things 14- (Sight Group), Discriminatory, Telescopic (+1 versus Range Modifier), Tracking (16 Active Points); OIF (-1/2) 0
3  2) Thermo Imaging: IR Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
18  3) Psilink Com System: Mind Link , Human class of minds, Specific Group of Minds: , Any distance, No LOS Needed, Number of Minds (x16) (45 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2) 0
15  Psionic Abilities: Multipower, 15-point reserve 
1u  1) Psi-Stalking: Mind Scan 3d6 (Human class of minds) (15 Active Points) 1
1u  2) Psychokinetic Manipulation: Telekinesis (10 STR) (15 Active Points) 1
1u  3) Telepathic Communication: Mind Link , Human class of minds, Any Willing Target (15 Active Points) 0
1  Strong Willed: Mental Defense (10 points total) 0
Powers Cost: 373

Cost  Skill
6  +2 w/ Multipower 
3  Bureaucratics 12- 
3  Computer Programming 14- 
3  Electronics 14- 
3  Inventor 14- 
2  KS: Hi-Tech World 11- 
2  KS: Psionics World 11- 
3  Mechanics 14- 
3  Paramedics 14- 
3  Scientist 
1  1) SS: Chemistry 11- (2 Active Points) 
2  2) SS: Force Field Physics 14- (3 Active Points) 
2  3) SS: Physics 14- (3 Active Points) 
8  4) SS: Psionic Engineering 20- (9 Active Points) 
3  Security Systems 14- 
3  Systems Operation 14- 
Skills Cost: 50

Cost  Perk
15  Westguard Compound Contribution 
5  Money: Well Off 
5  Fringe Benefit: International Driver's License, Membership: Westguard, Passport 
3  CEO: Hawkins Technologies 
4  Contact: Unicorn of Tomorrow Legion (Good relationship with Contact) 12- 
Perks Cost: 32

Val  Disadvantages
5  DNPC: Dr Elias Tong (Assistant/friend) 8- (Normal; Useful Noncombat Position or Skills) 
5  Distinctive Features: Psionic Metahuman (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Hunted: ARGENT 8- (As Pow, NCI, Harshly Punish) 
5  Hunted: Brain Child 11- (As Pow, Watching) 
15  Hunted: Eurostar 8- (Mo Pow, Harshly Punish) 
20  Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish) 
15  Psychological Limitation: Becomes reckless/aggressive in costumed identity (Common, Strong) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
10  Psychological Limitation: Nerd Complex, relates better to machines than people (Common, Moderate) 
5  Rivalry: Professional (PC Gadgeteer/Defender by Default; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity; Dr Tyson Hawkins (Frequently, Major) 
Disadvantage Points: 130

Base Points: 200

Experience Required: 190

Total Experience Available: 190

Experience Unspent: 0

Total Character Cost: 520

Height: 1.85 mHair: Brown
Weight: 73.00 kgEyes: Brown
Appearance: Tall and thin with a wiry build, Tyson has forged a more heroic physique over the years, but he's far from a Superman. The suit is sculpted to make him look a little thicker and more impressive. He has short brown hair and brown eyes. He tends towards slacks and polo shirts with a white lab coat when not on duty.
Personality: A strong desire to do good coupled with a need to feel powerful and respected. Tyson has always felt separated from others either due to his "nerd" tendancies or his psychic abilitis and the lure of being a popular and respected hero is too great for him to resist.
Quote:"Look, don't make me use FORCE."
Background: Tyson Hawkins has always been a brilliant young man. He also has always had minor psychic abilities. It was these abilities that led him to a lifetime of studying Psionic Engineering. He developed the Force armor slowly over the years, basically using a powerful crystaline based micro circuitry to amplify his abilites to fantastic levels. The suit also sets "unconscious functions" and moniters his will. He has operated as a superhero in San Fransisco and other parts of California for years now and was a founder of Westguard. His efforts in the field of Psionic Engineering is equaled only by Unicorn of the Tomorrow Legion and Brainchild, a mercenary villain.
Powers/Tactics: Immobilize when you can, pummel into unconsciousness when you have to. Look cool doing it.
Campaign Use: A non-standard gadgeteer/mentalist. If FORCE is too powerful for your campaign, drop his Defense Array to 60 pts, and his FF to more median levels. If he's too weak, up his defenses and add more Telepathic abilities to his suit.

Master, The (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 Westguard; based on Character Created by Bill Carone

Val  Char   Cost
15  STR5
20  DEX30
20  CON20
10  BODY0
25  INT15
25  EGO30
25  PRE15
14  COM2
8/26  PD5
8/26  ED4
5  SPD20
7  REC0
40  END0
40  STUN12
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 158

Cost  PowerEND
60  Spell Arsenal: Multipower, 90-point reserve, (90 Active Points); all slots Gestures (-1/4), Incantations (-1/4) 
4u  1) Animate Object: Summon 150-point Animated Object, Expanded Class of Beings Any Object (+1/2), Slavishly Devoted (+1) (75 Active Points); Summoned Being Must Inhabit Locale (-1/2), Gestures (-1/4), Incantations (-1/4) 7
2u  2) Audible Glamour: Hearing Group Images x8" Radius (+3/4), -4 to PER Roll (30 Active Points); Does Not Work In Vacuum (-1/4), Gestures (-1/4), Incantations (-1/4) 3
2u  3) Berendall's Blizzard: Change Environment 32" radius, -3 to Hearing Group PER Rolls (36 Active Points); Gestures (-1/4), Incantations (-1/4) 4
5u  4) Body Of Metal: (Total: 90 Active Cost, 52 Real Cost) Armor (18 PD/18 ED) (54 Active Points); Visible (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 31) plus Knockback Resistance -4" (8 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 5) plus +20 STR (20 Active Points); No Figured Characteristics (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 10) plus +4 PD (4 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) plus +4 ED (4 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) 2
3u  5) Circe's Curse: Major Transform 4d6 (Human Into Any Animal), Improved Target Group (any animal) (+1/4) (75 Active Points); Limited Target Humans (-1/2), Limited Range (30") (-1/4), Gestures (-1/4), Incantations (-1/4) 7
3u  6) Cloak Of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (45 Active Points); Gestures (-1/4), Incantations (-1/4) 4
6u  7) Conflagration: Killing Attack - Ranged 2d6, Area Of Effect (6" Radius; +1), Continuous (+1) (90 Active Points); Gestures (-1/4), Incantations (-1/4) 9
1u  8) Create Light: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (38 Active Points); Only To Create Light (-1), Gestures (-1/4), Incantations (-1/4) 4
2u  9) Earthmoving: Telekinesis (30 STR) (45 Active Points); Only Versus Earth/Rock (-1/2), Gestures (-1/4), Incantations (-1/4) 4
4u  10) Extinguish Fire: Dispel Fire Powers 16d6, One At A Time (+1/4) (60 Active Points); Gestures (-1/4), Incantations (-1/4) 6
4u  11) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4) 6
3u  12) Flare Blast: Sight Group Flash 10d6 (50 Active Points); Gestures (-1/4), Incantations (-1/4) 5
3u  13) Ice Wall: Force Wall (12 PD/8 ED) (50 Active Points); Gestures (-1/4), Incantations (-1/4) 5
4u  14) Icicle Storm: Killing Attack - Ranged 2d6, Autofire (5 shots; +1/2), Reduced Endurance (Half END; +1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4) 2
3u  15) Illusions: Sight, Hearing and Smell/Taste Groups Images x8" Radius (+3/4), -3 to PER Roll (51 Active Points); Gestures (-1/4), Incantations (-1/4) 5
3u  16) Instill Fear: Drain PRE 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (52 Active Points); Gestures (-1/4), Incantations (-1/4) 5
3u  17) Lightning Bolt: Killing Attack - Ranged 3d6 (45 Active Points); Gestures (-1/4), Incantations (-1/4) 4
2u  18) Mirror Images: Sight and Hearing Groups Images x4" Radius (+1/2), -5 to PER Roll (45 Active Points); Set Effect (-1), Gestures (-1/4), Incantations (-1/4) 4
2u  19) Polymorph Self: Shapeshift (Sight, Hearing and Touch Groups, Any Shape) (38 Active Points); Gestures (-1/4), Incantations (-1/4) 4
5u  20) Presandier's Vortex: Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Does Not Work Under Water Or In Vacuum (-1/4), Gestures (-1/4), Incantations (-1/4) [Notes: A whirlwind assault] 9
3u  21) Shadow Casting: Darkness to Sight Group 4" radius, Personal Immunity (+1/4) (50 Active Points); Gestures (-1/4), Incantations (-1/4) 5
4u  22) Sleep Infliction: Ego Attack 6d6 (60 Active Points); Gestures (-1/4), Incantations (-1/4) 6
3u  23) Weather Control: Change Environment 8" radius, 4 Temperature Level Adjustment, Varying Effect Limited Group (+1/2) (43 Active Points); Gestures (-1/4), Incantations (-1/4) 4
36  Enchanted Business Suit: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); IIF (-1/4) 0
27  Cloak of the Owl: Multipower, 40-point reserve, (40 Active Points); OIF (-1/2) 
4u  1) Wings of the Owl: Flight 20" (40 Active Points) 4
1u  2) Protective Wings: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 12- (-3/4) 0
1u  3) Silent Flight: Gliding 8" (8 Active Points) 0
30  Minor Magics: Variable Power Pool (Magic Pool), 20 base + 10 control cost, (30 Active Points) 
10  Mystic Shields: Power Defense (10 points) 0
10  Strong Will: Mental Defense (15 points total) 0
Powers Cost: 253

Cost  Martial Arts Maneuver
  Boxing, Modern 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on 
4  3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 
5  4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 
3  5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike 
Martial Arts Cost: 19

Cost  Skill
16  +2 with All Combat 
3  Analyze: Magic 14- 
2  Animal Handler (Birds) 14- 
3  Bribery 14- 
3  Bureaucratics 14- 
3  Conversation 14- 
3  Deduction 14- 
3  High Society 14- 
4  Language: Latin (idiomatic) 
3  Navigation (Astral, Dimensional) 14- 
3  Oratory 14- 
3  PS: CEO Walsh Enterprises 14- 
3  PS: Entrepeneur 14- 
3  Persuasion 14- 
3  Power: Magic Skill 14- 
3  Scholar 
2  1) KS: Arcane Lore (3 Active Points) 14- 
2  2) KS: Artifacts & Relics (3 Active Points) 14- 
4  3) KS: Business/Finance (5 Active Points) 16- 
1  4) KS: Demon Lore (2 Active Points) 11- 
2  5) KS: Dimensional Geography (3 Active Points) 14- 
1  6) KS: Dragon Lore (2 Active Points) 11- 
2  7) KS: Supernatural Beings (3 Active Points) 14- 
2  8) KS: The Business World (3 Active Points) 14- 
2  9) KS: The Mystic World (3 Active Points) 14- 
1  10) KS: Undead Lore (2 Active Points) 11- 
3  Seduction 14- 
3  Streetwise 14- 
3  Teamwork 13- 
3  Trading 14- 
Skills Cost: 92

Cost  Perk
2  Dual Citizenship: United States & United Kingdom 
8  Fringe Benefit: International Driver's License, Membership: Trismegist Council, Membership: Westguard, Passport 
10  Money: Wealthy 
15  Private Sanctuary 
6  Reputation: Financial Wizard (A large group) 11-, +3/+3d6 
15  Wesguard Compound Contribution 
Perks Cost: 56

Cost  Talent
5  Magesight 
Talents Cost: 5

Val  Disadvantages
5  DNPC: Parents 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 
0  Distinctive Features: British Accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 
10  Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
15  Hunted: Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish) 
20  Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 
15  Hunted: Eurostar 8- (Mo Pow, Harshly Punish) 
15  Psychological Limitation: Arrogant, Vain (Common, Strong) 
10  Psychological Limitation: Greedy (Common, Moderate) 
5  Psychological Limitation: Homesick for the UK (Uncommon, Moderate) 
20  Psychological Limitation: Sworn to defend the just from Evil (Common, Total) 
10  Reputation: Wealthy Financial Genius, 11- 
5  Rivalry: Professional (Jefferson Picard; rival wizard; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret Identity: Casius Churchill Walsh (Frequently, Major) 
5  Unluck: 1d6 
Disadvantage Points: 150

Base Points: 200

Experience Required: 233

Total Experience Available: 233

Experience Unspent: 0

Total Character Cost: 583

Height: 1.91 mHair: Black
Weight: 91.00 kgEyes: Brown
Appearance: A handsome black man with short black hair and brown eyes. He has a british accent in his civilian ID but adopts (in his words) an American Intellectual in his crime fighting id. In either guise he wears tailored black suits. His Cloak of the Owl is worn over an enchanted black suit that not only protects him but also alters his features enough that he is not immediately recognizable as Casius Walsh. The Cloak is red with a golden lining.
Personality: The Master is arrogant, greedy, vain, and not very easy to get along with. However, and he would never tell a soul this (but his team mates have him figured out pretty well), but he secretly gets great satisfaction out of being a hero and altruist. Even if it was initially aginst his will. Walsh Enterprises is one of the most generous givers to charity in the county and his employees are treated very well. He runs everything above the board and the company has an exemplary record. His contributions to superherodom have made his "alter ego" a household name and in either guise he is a popular figure in the city he calls home.
Quote:"That was about as effective as your presence is overwhelming, and given that I have been laughing at you since our first meeting, I dare say that you should consider a life more attuned to your abilities. Perhaps the city needs a new street cleaner?"
Background: Casius, a UK/US dual citizen, is something of a unique hero. An African-American/Brit (born in London), wizard, businessman, ruthless bastard. Raised by parents who were both members of the Trismegist Council, he had aptitude for magic that far exceeded their own. He rebelled in the fashion of many youth and became a businessman. Extremely gifted in business he turned their small bookstore into a thriving book bookseller and when he had finished schooling, moved to the United States. However, he was not to escape his heritage that easily. On his 21st birthday, he was told by his parents that he needed to join the council and serve as a mystical protector, like their family had done for 4 generations. Casius rebelled again and challenged his father to a mystic dual for the right to do as he pleased. His father declined but his mother accepted in his stead and even though Casius was obviously more gifted, his skills had never truely been nurtured and his mother managed to defeat him. She then cast a geas upon him swearing that he would use his abilities to their fullest to defend the right against the wicked. Then he was free to move to America. Casius moved to San Fransisco and in a few weeks had rounded up enough investment capital to start his business, basically he bought the intellectual property and inventory from a bunch of failed local startups and after sifting through them found enough worth to build on and Walsh Enterprises was born. He has since used his own financial genius and some juducious technical hires to make a sizable fortune. He is the major funder of Westguard. He was compelled by the geas to finally get around to seriously studying magic and he does this and protects the world with a slight arrogant sneer etched on his handsome features.
Powers/Tactics: A mage of no small water. The Master's "Spell List" Multipower is pretty large and his VPP serves mostly as enhancement and the occasional surprise. Also, like his namesake, Casius Clay (read Mohamad Ali), he has boxed since his early childhood (his father was a huge Ali fan).
Campaign Use: A mage who annoys. If he is too powerful or versitile trim his spell list to more manageble levels and ditch the VPP. If he's not tough enough, Raise his VPP to 50 Base Pool and his Spells to 125 points. That'll show em.

Monolith (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 Westguard

Val  Char   Cost
70  STR60
20  DEX30
35  CON50
17  BODY14
13  INT3
15  EGO10
23  PRE13
10  COM0
35  PD21
35  ED28
5  SPD20
21  REC0
70  END0
70  STUN0
6"  RUN0
2"  SWIM0
50"  LEAP0
Characteristics Cost: 249

Cost  PowerEND
  Brick Tricks 
30  1) Armsweep: Up to 60 STR: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points (30 Active Points) 3
27  2) Flick Of Unconsciousness: Energy Blast 6d6, No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Strength Tricks Roll (-1/2), Side Effects (-1/4) 6
26  3) Shockwave: Explosion on up to 60 STR, Hole In The Middle (45 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 4
20  4) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
24  5) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
  Super-Strong Senses 
5  1) Super-Sensitive Eyes: Nightvision 0
10  2) Super-Sensitive Touch: (Total: 10 Active Cost, 10 Real Cost) Discriminatory Sense with Normal Touch (Real Cost: 5) plus Analyze Sense with Normal Touch (Real Cost: 5) 0
2  3) Super-Strong Ears: +2 PER with Normal Hearing 0
3  4) Super-Strong Eyes: +3 PER with Normal Hearing 0
12  5) Super-Strong Eyes: +8 versus Range Modifier for Sight Group 0
13  Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
52  Really Tough Skin: (Total: 52 Active Cost, 52 Real Cost) PD & ED: Hardened (+1/4) for up to 60 Active Points (15 Active Points) (Real Cost: 15) plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37) 1
8  Holding His Breath: LS (Self-Contained Breathing) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1
9  Super Resistant Body: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
6  Large and In Charge: Knockback Resistance -3" 0
10  Temperature Resistant: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only vs Heat or Cold based attacks (-1/2) 0
28  Super-Leaping: Multipower, 28-point reserve 
3u  1) Basic Leaping: Leaping +28" (50" forward, 25" upward) (28 Active Points) 3
1u  2) MegaLeaping: Leaping +8" (50" forward, 25" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
20  Supertough Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
Powers Cost: 309

Cost  Skill
25  +5 with HTH Combat 
3  Breakfall 13- 
3  Combat Piloting 13- 
2  KS: Graphic Art 11- 
2  KS: Computer Aided Drafting 11- 
2  KS: Architectural Styles 11- 
2  KS: Metahuman World 11- 
5  PS: Architect 14- 
2  PS: Illustrator 11- 
3  Security Systems 12- 
3  Streetwise 14- 
3  Systems Operation 12- 
3  Teamwork 13- 
1  TF: Combat Aircraft, Small Planes 
Skills Cost: 59

Cost  Perk
21  Contact: Silver Avenger (Lee Allen), San Fransisco (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12- 
3  Fringe Benefit: Membership: Westguard 
5  Money: Well Off 
4  Reputation: Popular "Everyman" hero (A large group) 11-, +2/+2d6 
10  Wesguard Compound Contribution 
Perks Cost: 43

Val  Disadvantages
5  DNPC: Elliot Batson (now James Marks) Brother 8- (Normal; Useful Noncombat Position or Skills) 
10  DNPC: Bethany Prescot, PRIMUS Agent (girlfriend) 11- (Normal; Useful Noncombat Position or Skills) 
15  Distinctive Features: Gigantic Fellow (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
25  Hunted: ARGENT 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
10  Hunted: Ankylosaur 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: Eurostar 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
5  Physical Limitation: Large Size and weight (Infrequently, Slightly Impairing) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: Disdainful of "Petty Conquerers" (Common, Strong) 
10  Psychological Limitation: Tries hard to be "Normal" (Common, Moderate) 
15  Social Limitation: Public Identity: Mark Batson (Frequently, Major) 
Disadvantage Points: 150

Base Points: 200

Experience Required: 310

Total Experience Available: 310

Experience Unspent: 0

Total Character Cost: 660

Height: 2.50 mHair: Black
Weight: 250.00 kgEyes: Blue
Appearance: Mark is now over eight feet tall and very broad and muscular. He weas a dark blue body suit with a white studded belt and boots. He has a symbol of a gray obilesk on his chest. His hair is black and worn short, he has blue eyes and an easy going smile.
Personality: Mark has always been a good guy. He never saw himself as anything special and when he gained superpowers he tried hard to remain the normal guy he was. He often feels out of his element as a superhero even though he has powers far beyond the ken of normal. He is noble and self sacrificing and over the years has become a far more comfortable and dynamic hero.
Quote:"Yeah, yeah...You're death incarnate here to take your rightful place as ruler of men and all of creation. Just like the last guy. And Foxbat seems to have a better plan than you do, buddy."
Background: Mark Batson was an architect on the rise, he had just openned his own business after working successfully for one of Millenium City's bigger firms. He moved out to San Fransisco and the world lay at his feet. Mark's brother, Elliot, an engineer secretly working for ARGENT, had been working on developing a hyper-efficient biologically based energy source for a series of powerful energy weapons ARGENT was working on. Mark and his brother had alway gotten along and part of the reason Mark moved to the west coast was to becloser to Elliot. Elliot had been having second thoughts about his lifestyle. Sure it was exciting working on highly advanced technology without worrying about ethics and making money hand over fist, but ARGENT's technology often went towards some really heinous crimes and he had only been frustrated wiht the red tape, he hand't really wanted to see people die because of his work.
One night, when Mark was over, Elliot tried to tell his little brother his plans, but he wan't sure that it was safe in his ARGENT furnashed home. Elliot hadn't been able to successfully hide his feelings from the others at work and he started to get the impression that ARGENT was watching him more closely.
Things came to a head one evening when Elliot swiped the prototype and tried to go to PRIMUS with it. He caught sight of ARGENT security agents on his tail. Thinking he might be able to give them the slip by heading to Mark's place, he parked at a diner near his brother's place and snuck out the back.
Mark was surprised to see his older brother in such a state at his door, and even more surprised when Elliot produced a handgun and quickly tried to explain what he was doing. Then gunfire from the hallway errupted and Mark's door was demolished. Leaping to Elliot's defense, Mark tackled one of the agents and grabbed a pistol. Elliot had dialed PRIMUS on his cell and a squadron of agents were on their way, the two brothers attempted to hold of their assailants long enough for PRIMUS to arrive.
The PRIMUS agents arrive to see a gigantic man flailing about in pain and horror at the highly armed agents surrounding him. During the conflict, Elliot had been shot and his prototype had been damaged. The biomatter spilled over Mark and the transformation was slow, painful, and violent, much of the apartment building was damaged. The PRIMUS agents subdued Mark but the ARGENT security team had fled. Elliot was still alive and both brothers were taken to PRIMUS's secured medical facilities.
Mark adjusted rather quickly to his new form; his appearance hadn't really changed, just his dimensions, he looked like a hulking version of himself. Elliot recovered from his injurues and was given amnsesty in return for his information on ARGENT's local set up. He was given a newe identity and went to work for PRIMUS in another town.
Mark tried to live a normal life for a while, the local Silver Avenger was very helpful in getting him set up with a new apartment and a wardrobe that fit. He went back to his job as an architect but his customers were somewhat intimidated by his new "look". Mark had been thinking of entering the superhero game after it dawned on him that he would probably never go back to his former self; but he put it off because he just never felt he had the aptitude for it.
When Holocaust and his mercenaries attempted to abscond with several important world leaders at a civil rights conference in San Fransisco, Mark, in his street clothes, first helped emergency crews keep people out of danger. When it began to look like the superheroes who had gathered to stop the villain were getting the short end of the stick, he finally summoned up the courage to step into the arena, he called out Holocaust and goaded the wannabe master villain into going mano y mano. While the villain bettered him with little effort, Mark's gambit had bought the assembled heroes time to clean up the mercenaries and focus on the main antagonist. They were able to drive Holocaust off and when he awoke, Mark was greeted with cheers of the assembled on-lookers.
He debuted as Monolith a few days and a Google search later.
Powers/Tactics: See who looks to be the most destructive and lay them down for a nap.
Campaign Use: typical "blue collar" brick. He is a hero that is easy to get along with, works well with others and is well adjusted. He takes his role seriously and finds it to be a very rewarding existance. If Monolith is too tough for your campaign, lower his strength to 60, drop his defenses to 25-30 range and his SPD to 3 or 4. If he's not tough enough, rais his DEX to 23 and maybe give him a few mor Brick Tricks.

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

Player: NPC; Based on Character created by Peter Osborne

Val  Char   Cost
40  STR30
23  DEX39
30  CON40
30  BODY40
15  INT5
20  EGO20
30  PRE20
20  COM5
8/48  PD0
8/48  ED2
5  SPD17
15  REC2
70  END5
70  STUN5
6"  RUN0
2"  SWIM0
8"  LEAP0
Characteristics Cost: 230

Cost  PowerEND
35  Silver Energy Powers: Elemental Control, 70-point powers 
40  1) Cosmic Blast: Energy Blast 15d6 (75 Active Points) 7
65  2) Cosmic Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points) 10
140  3) Cosmic Shield: Force Field (40 PD/40 ED/20 Power Defense), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (175 Active Points) 0
45  4) Cosmic Flight: Flight 40" (80 Active Points) 8
55  5) Atmospheric Flight: Flight 20", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (90 Active Points) 4
50  Cosmic Spaceflight: Faster-Than-Light Travel (2 Light Years/minute) 0
59  Cosmic Awareness: Detect Physical Objects & Energy and Each Extra Thing or Class of Things 12- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Sense, Targeting Sense, Telescopic (+12), Tracking 0
62  Cosmic Being: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare 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), Inherent (+1/4) (62 Active Points) 0
Powers Cost: 551

Cost  Skill
3  Bureaucratics 15- 
24  +3 with All Combat 
3  Conversation 15- 
3  High Society 15- 
2  KS: European History 11- 
2  AK: Earth's Solar System 11- 
3  Language: Latin (completely fluent) 
0  Language: English (idiomatic) (4 Active Points) 
3  Paramedics 12- 
3  Navigation (Air, Space) 12- 
3  Power 11- 
3  Seduction 15- 
3  Streetwise 15- 
3  Teamwork 14- 
2  WF: Common Melee Weapons 
Skills Cost: 60

Cost  Perk
10  Westguard Compound Contribution 
10  Ancenstral Home 
10  Money: Wealthy 
7  Fringe Benefit: International Driver's License, Member of the Lower Nobility, Membership: Westguard, Passport 
10  Contact: Atlas (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 12- 
8  Contact: Nilrem (Contact has extremely useful Skills or resources, Very Good relationship with Contact) 12- 
6  Contact: Ministry of Paranormal Investigation, Organization Contact (x3) (6 Active Points) 11- 
Perks Cost: 61

Cost  Talent
3  Absolute Range Sense 
3  Absolute Time Sense 
3  Bump Of Direction 
Talents Cost: 9

Val  Disadvantages
15  Distinctive Features: Unearthly Presence (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10  DNPC: Lord Elias Merriwether Jr (Elderly Son) 8- (Incompetent; Useful Noncombat Position or Skills) 
20  Hunted: Eurostar 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
25  Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
20  Hunted: Firewing 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 
15  Psychological Limitation: Living Anachonism; her values and morals are predominately from 60 decades ago. (Common, Strong) 
20  Psychological Limitation: Code vs Killing (Common, Total) 
15  Psychological Limitation: fearful of forming attachments to "mortals" (Common, Strong) 
15  Reputation: Famous WWII Heroine, 11- (Extreme) 
15  Social Limitation: Public Identity: Maryanne Merriwether (Frequently, Major) 
Disadvantage Points: 170

Base Points: 200

Experience Required: 541

Total Experience Available: 540

Experience Unspent: 0

Total Character Cost: 911

Height: 1.82 mHair: Silver
Weight: 100.00 kgEyes: glowing violet
Appearance: An attractive woman seemingly made of silver with glowing violet eyes. When her forcefield is off she retains her metallic silver hair and violet eyes (though the eyes don't glow) and a youthful and beautiful face. She tends towards more modest fashions.
Personality: Silver fights crime out of a sense of duty and, well, boredom. She is trying to lose herself in her job to enable her to forget the life she once had. She keeps in contact with her son by email and phone and flies to see him on his birthday, but she is very uncomfortable with his mortality. She enjoys the company of long lived individuals when she can find it (Nilrem, Atlas are good friends).
Quote:"In my day, men new how to treat a lady. I used to beat them up too."
Background: Maryanne Merriwether was given "phenomenal cosmic powers" in 1943. The exact nature of the accident that gave her her powers has never been revealed publically. Maryanne was married to Great Brittain's genius inventor Elias Merriwether. Dr. Merriwether was attempting to create a weapon to end the war. His graviton bomb experiment went badly and the resulting explosion killed him and demolished his estate. His wife was transformed into a being of cosmic energy, their young son Elias, Jr. was with Maryanne's parents. Maryanne became Britannia and fought the nazi's for the rest of the war.
Her life after WWII was one of public service, she was forced to leave much of the raising of her son to her parents as she fought crime, natural disasters, and generally lived the life of a public hero. She was on the original New Knights of the Round Table team, worked with UNTIL in its infancy, and grew more and more miserable. Finally, in 1956 she could take it no more, her son was a teenager and she had barely known his childhood. Giving over the title of Britannia to a younger woman, she retired.
Her son barely acknowledged her and she became increasingly distant from much of the world. One day, she decided to leave Earth to see the wonders of the universe. She didn't get very far. Longing for home always brought her back after a few months. She and Elias reconciled their differences in 1982, and she returned to a life of a hero in the early 1990's, taking the name Silver (in reference to her appearance when her force field is up). As her friends have passed away and her son has aged to his sixties, Silver has found it increasingly less comfortable for her to remain in the UK. She has relocated to San Fransisco (a place she and her husband had vacationed in her youth) and joined up with the super team there.
Powers/Tactics: Failry standard Cosmic power house. She tends to hold back on her blasts and punches until she is sure that she won't do permanant damage to her target.
Campaign Use: If she's too tough for your campaign lower her attacks and defenses until they are more in line with your campaign limits. If she's too weak, give her more variety of abilities, it's far from inconcievable that she would have a more varied repetoire by now.

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

Player: Base of Westguard

Val  Char   Cost
12  BODY10
Characteristics Cost: 55

Cost  PowerEND
9  Air Filtration System and Temperature Control: LS (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (14 Active Points); Costs Endurance (-1/2) 1
104  Corridor Sealing: Entangle 10d6, 10 DEF (standard effect: 10 BODY, 10 DEF) (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Radio Group, Stops A Given Sense Group Sight Group), Cannot Be Escaped With Teleportation (+1/4), Costs END Only To Activate (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (260 Active Points); Only To Form Barriers (-1), Only in Corridors (-1/2) 23
30  Geothermal Power Core: Endurance Reserve (250 END, 50 REC) (75 Active Points); OIF Immobile (-1 1/2) 0
15  Private Satellite Communications: HRRP (Radio Group), +1 to PER Roll, Concealed (-5 with HRRP PER Rolls), Discriminatory: Decrypting Programs, Analyze, Rapid (x10), Telescopic (+10 versus Range Modifier) (41 Active Points); OIF Immobile Fragile (-1 3/4) 0
24  Security Cameras: Clairsentience (Hearing And Sight Groups), 8 Perception Points: 8 Camera Units, Targeting (55 Active Points); OAF Fragile (-1 1/4) 5
Powers Cost: 182

Cost  Skill
9  Computer Programming 12- 
3  Criminology 9- 
7  Electronics 11- 
  Force's Workshop 
2  1) SS: Force Field Physics 11- 
2  2) SS: Microtechnology 11- 
2  3) SS: Physics 11- 
2  4) SS: Psionics Engineering 11- 
3  Forensic Medicine 9- 
7  Mechanics 11- 
11  Paramedics 13- 
  The Master's Library 
2  1) KS: Arcane Lore 11- 
2  2) KS: Artifacts & Relics 11- 
2  3) KS: Demonolgy 11- 
2  4) KS: Economic News 11- 
2  5) KS: History of Magic in Europe 11- 
2  6) KS: Supernatural Beings 11- 
2  7) KS: Weekley Political Current Events (ie Magazine Subscritptions) 11- 
Skills Cost: 62

Cost  Perk
6  Computer Link 
1  Grounds (x2 Base Size) 
5  Location: Suburb 
15  Follower: Butler/Steward 
3  Anonymity: Not Generally known as Westguard Compound 
Perks Cost: 30

Val  Disadvantages
15  Hunted: PRIMUS 11- (Mo Pow, NCI, Watching) 
Disadvantage Points: 15

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 329

Height: 2.00 mHair: Brown
Weight: 100.00 kgEyes: Brown
Campaign Use: