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From Gadgets & Gear pg101

 

 

Dragon Slayer

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

20 CON 20 13-

20 BODY 20 13-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

8/15 PD 3 Total: 8/15 PD (0/7 rPD)

8/15 ED 4 Total: 8/15 ED (0/7 rED)

6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

10 REC 2

50 END 5

50 STUN 7 Total Characteristic Cost: 200

 

Movement:

Running: 10"/40"

Leaping: 7"/14"

Swimming: 5"/10"

 

 

Cost Powers END

80 Mithrilium Shield: Multipower, 160-point reserve, (160 Active Points); all slots OAF (-1)

1u 1) Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Lockout (-1/2), Nonpersistent (-1/4)

5u 2) Protection I: Force Wall (16 PD/16 ED), Requires a Shield Tricks Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (160 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4)

4u 3) Protection II: Armor (16 PD/16 ED), Requires a Shield Tricks Roll (No Active Point penalty to Skill Roll; +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; self and one other person; +1/2) (96 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4)

1u 4) Protection III: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1), Lockout (-1/2)

1u 5) Shield Edge: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 1

1u 6) Shield-Bash: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3

1u 7) Thrown Shield I: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]

2u 8) Thrown Shield II: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]

2u 9) Thrown Shield III: Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires a Shield Tricks Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [1 rc]

1u 10) Thrown Shield IV: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), Lockout (-1/2) 2

 

Alloy-Augmented Skeleton

4 1) Mithrilium Bone Lacing (Heavier): Knockback Resistance -2"

3 2) Mithrilium Bone Lacing (Increased Sturdiness): Armor (1 PD/1 ED)

15 3) Mithrilium Bone Lacing (Unbreakable Bones): Armor (20 PD/20 ED) (60 Active Points); Only To Protect Against Broken Bones (-2), Only Works Against BODY Damage (-1)

7 4) Mithrilium-Laced Knuckles: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1

 

Athletics

5 1) Acrobatic: Leaping 0" (7" forward, 3 1/2" upward) (Accurate) 1

6 2) Endurance Training: Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR

8 3) Highly Trained Defenses: Lack Of Weakness (-8) for Normal Defense

2 4) Ki Toughness: Hardened (+1/4) (2 Active Points) applied to ED

2 5) Ki Toughness: Hardened (+1/4) (2 Active Points) applied to PD

11 6) Sprinter: Reduced Endurance (1/2 END; +1/4) (11 Active Points) applied to Running 1

30 7) Warrior's Eye: Find Weakness 11- with All Attacks

 

Gear

2 1) Armored Mask: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2)

5 2) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)

12 3) Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

7 4) Cling-Boots: Clinging (normal STR) (10 Active Points); OIF (-1/2)

6 5) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4)

5 6) Mindshield: Mental Defense (12 points total) (8 Active Points); OIF (-1/2)

5 7) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)

3 8) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

 

Superhuman Constitution

11 1) Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

14 2) Rugged Physiology: Power Defense (14 points)

7 3) Superhuman Physiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week)

 

Karate/Shield Fighting

Maneuver OCV DCV Notes

4 Atemi Strike -1 +1 2d6 NND

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 35 STR to Disarm roll

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Knifehand Strike ("Chop") -2 +0 HKA 1d6 +1

3 Legsweep +2 -1 6d6 Strike, Target Falls

4 Punch/Snap Kick +0 +2 7d6 Strike

4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

4 Ranged Trip -1 -1 v/5, Target Falls

4 Shield Toss +0 +0 Strike, +2 DC

5 Side/Spin Kick/Shield Bash -2 +1 9d6 Strike

1 Weapon Element: Disc Shield

1 Weapon Element: Karate Weapons

1 Weapon Element: Staffs

 

Perks

3 Anonymity

5 Money: Well Off

15 Safehouse: Vehicles & Bases

40 Vehicle Fleet: Vehicles (Car, Motorcycle, Personal Jet)

 

Talents

9 Cat-Like Quickness: Lightning Reflexes: +6 DEX to act first with All Actions

2 Walks on Air: Trackless Stride

6 Mistress of Disguise: Skill Master (+3 with Disguise)

 

Skills

8 +1 with All Combat

12 +2 with HTH and Ranged Combat

3 Acrobatics 14-

3 Acting 13-

3 Analyze: Style 13-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Concealment 13-

3 Contortionist 14-

10 Defense Maneuver I-IV

3 Demolitions 13-

3 Disguise 13-

3 Fast Draw 14-

3 Feint 14-

3 Jack of All Trades

1 1) PS: Appraise (2 Active Points) 11-

1 2) PS: Attache (2 Active Points) 11-

1 3) PS: Courier (2 Active Points) 11-

5 Language: English (idiomatic) (4 Active Points)

0 Language: Japanese (idiomatic) (4 Active Points)

3 Lockpicking 14-

3 Navigation 13-

3 Persuasion 13-

13 Power: Shield Tricks 19-

3 Research 13-

3 Scholar

1 1) KS: Karate (2 Active Points) 11-

1 2) KS: The Dragon Foundation (2 Active Points) 11-

1 3) KS: The Martial World (2 Active Points) 11-

1 4) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 13-

3 Seduction 13-

3 Shadowing 13-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 13-

3 Systems Operation 13-

5 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles

3 Tactics 13-

3 Teamwork 14-

3 Tracking 13-

7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand

 

Total Powers & Skill Cost: 550

Total Cost: 750

 

200+ Disadvantages

10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 Hunted: Rogues Gallery 11- (As Pow, Harshly Punish)

10 Hunted: Showdown 8- (As Pow, Harshly Punish)

25 Hunted: The Dragon Foundation 11- (Mo Pow, NCI, Harshly Punish)

15 Psychological Limitation: Competitive (Very Common, Moderate)

15 Psychological Limitation: Enemy of Tyrants everywhere (Common, Strong)

20 Psychological Limitation: Honorable (Common, Total)

15 Psychological Limitation: Protective of Innocents (Common, Strong)

10 Rivalry: Professional (Another Martial Artist; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret Identity (Frequently, Major)

400 Experience Points

 

Total Disadvantage Points: 750

 

 

 

Background/History: Megan Yamura is the granddaughter of a major player within the Dragon Foudation. The Foundation, seeking to bring Japan back to a military power is a political, business, criminal, and propaganda beast. Though he was greatly displeased that his son married a european woman and gave his daughter a western name, Megan's grandfather was overjoyed when his son confided with him that Megan had displayed superhuman recovery abilities.The elder Yamura had Megan taken by the Foundation. Using data stolen from Crucible Industries, they bonded the lightweight, nearly indistructible alloy called Mithrilium to her skeletal structure. Her superhuman physiology allowed her body to recover from the drastic procedure and not reject the artificial material. When his son and daughter-in-law found out about this they were not pleased. However, sacrifices need to be made and they were eliminated.

 

Megan was then trained by the Foundation's military and espionage experts and forged into a weapon for the Foundation's goals. Given a gaudy costume and unique shield weapon, she would be a public agent for change in Japan.

However, part of the process that gave her her powers enabled her to resist much of the mental programming they had hoped to use to control her. Though she acted the part for several years, and performed beyond expectations, she was using her espionage skills to find out the truth behind her parents' deaths. Once her suspicions were confirmed, Megan made good her revenge and then escape. Her grandfather, now in prison and hated throughout his homeland, has lost much of his influence in the Foundation.

 

Megan escaped to America and took up residence in Seattle where she works as a bicycle courier and crime fighter. She dropped her old identity and took the mantle of the Dragon Slayer.

 

Personality/Motivation: Dragon Slayer is believer in freedom; her early upbrining was normal but the machinations of her grandfather stole her family and her childhood from her. Starting over in America was something of a symbolic move for her. She appreicates her life in Seattle and uses her training and abilities to help others.

 

Megan is not a believer in large monolithic entities, she tends to distrust organizations, particularly those with any form of political agenda. (and that would be most).

 

Beyond this however, she comes across as a friendly, if a little competitive, woman doing what she can to make the world a better place...one bloody nose at a time.

 

Quote: It's okay, don't get up, I'll show myself out.

 

Powers/Tactics: the lacing of her skeleton with Mithrilium allowed Dragon Slayer to achieve much greater muscle mass and durability than she would have been able to otherwise. Though not tall nor muscle bound, she has a greater muscle mass than she appears to. This gives her nearly superhuman strength. She is very durable and nimble as well. Her training with the shield has made her an expert in its use and she's combined this with her Karate training to create a systemic shield fighting style.

 

Campaign Use: A local superheroine or fill in for a west coast team. Dragon Slayer is a high level martial artist, but her DC's aren't out of the ordinary for Else Earth. To make her closer to beginning level heroes, drop her Find Weakness, lower her characteristic a tad (though keep her STR around 20-25) and reduce the Shield's active points to something more appropriate. If she's not tough enough, up her find weakness and give her more combat skill levels.

 

Appearance: Short, lithe with a hint of the strength she possesses. Dragon Slayer wears a light gray one piece costume with a white top, black gloves, boots, and belt. Her mask has a yin/yang symbol on the forehead and the shield is made to look like the symbol as well.

 

As a courier she dresses in top of the line athletic gear. When she is meeting clients or making special deliveries she dresses in tailored suits. She has long black hair and brown eyes.

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Jezebel

 

from Gadgets and Gear page 125, art by Jonathan Davenport

 

 

Jezebel, The Vamp

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [3]

23 DEX 39 14- OCV: 8/DCV: 8

30 CON 40 15-

15 BODY 10 12-

20 INT 10 13- PER Roll 13-

17 EGO 14 12- ECV: 6

35 PRE 25 16- PRE Attack: 7d6

22 COM 5 13-

 

30/40 PD 18 Total: 30/40 PD (25/35 rPD)

30/40 ED 24 Total: 30/40 ED (25/35 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

18 REC 0

60 END 0

60 STUN 0 Total Characteristic Cost: 252

 

Movement:

Running: 6"/12"

Flight: 10"/40"

Gliding: 12"/24"

Leaping: 12"/32"/48"/128"

Swimming: 2"/4"

Teleportation: 30"/60"

 

 

Cost Powers END

23 Gravitek Boots: Multipower, 35-point reserve, (35 Active Points); all slots OIF (-1/2)

2u 1) Gravitic Flight: Flight 10", x4 Noncombat (25 Active Points); OIF (-1/2) 2

2u 2) Moon leaping: Leaping +20" (12"/32" forward, 6"/16" upward) (Accurate, x4 Noncombat) (30 Active Points); OIF (-1/2) 3

1u 3) Personal Gravity: Clinging (75 STR) (15 Active Points); OIF (-1/2)

32 Transdimensional Cape: Multipower, 65-point reserve, (65 Active Points); all slots OAF (-1)

1u 1) Glider Cape: Gliding 12" (12 Active Points); OAF (-1), Costs Endurance (-1/2) 1

1u 2) Strong Cape: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Activation Roll 11- (-1)

3u 3) Teleportation Cape: Teleportation 30", x2 Increased Mass (65 Active Points); OAF (-1) 6

 

Gravitic "Harlot Suit"

5 1) Distracting Costume: +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-1/2), Only Works Once Per Target Per Scene (-1/2)

1 2) Lookin' Good: +2 COM; OIF (-1/2)

2 3) Protection: Armor (2 PD/2 ED) (6 Active Points); Activation Roll 11- (-1), OIF (-1/2)

5 4) Radio Communicator, Basic: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1)

 

Superhuman Physique

15 1) Hyper Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR

31 2) Superphysiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity Viral Infections; Immunity Tetanus; Immunity: Alcohol; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

15 3) Tough: Hardened (x2; +1/2) (15 Active Points) applied to PD

15 4) Tougher: Hardened (x2; +1/2) (15 Active Points) applied to ED

37 5) Damage Resistance (25 PD/25 ED), Hardened (x2; +1/2) (37 Active Points)

 

Brick Tricks Martial Art

Maneuver OCV DCV Notes

4 Bearhug I +0 +0 16d6 Crush, Must Follow Grab

5 Bearhug II -2 +0 Grab Two Limbs, 2d6 NND

4 Big Push +0 +0 75 STR to Shove

4 Break Free +0 +0 75 STR vs. Grabs

4 Deadly Smash -2 +0 HKA 1d6 +1

5 Deadly Throw -2 +0 HKA 1d6 +1 , Target Falls

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 70 STR for holding on

5 Legbreaker -1 -2 Grab One Limb; HKA 1d6 +1 , Disable

4 Punch +2 +0 14d6 Strike

4 Slam -1 -1 STR +2d6 Strike; Grab Two Limbs; Target Falls

3 Tackle +0 -1 12d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Toughness +2 +2 Block, Abort

3 Wrestler's Throw +2 +1 12d6 Strike; You Fall, Target Falls

 

Perks

6 Money: Wealthy

21 Contact: The Armory (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-

 

Skills

20 +4 with HTH Combat

3 Bureaucratics 16-

3 Computer Programming 13-

3 Cryptography 13-

3 Electronics 13-

3 High Society 16-

3 Hoist 13-

3 Inventor 13-

3 Mechanics 13-

3 Paramedics 13-

11 Power: Brick Tricks 18-

3 Research 13-

3 Scholar

1 1) KS: Mon (2 Active Points) 11-

1 2) KS: The Black Market (2 Active Points) 11-

1 3) KS: The Scientific World (2 Active Points) 11-

1 4) KS: The Superhuman World (2 Active Points) 11-

3 Scientist

2 1) SS: Dimensional Engineering 13- (3 Active Points)

2 2) SS: Garvitics 13- (3 Active Points)

2 3) SS: Hyperspace Physics 13- (3 Active Points)

2 4) SS: Mathematics 13- (3 Active Points)

2 5) SS: Physics 13- (3 Active Points)

3 Security Systems 13-

7 Seduction 18-

3 Systems Operation 13-

3 Teamwork 14-

 

Total Powers & Skill Cost: 372

Total Cost: 624

 

200+ Disadvantages

5 Distinctive Features: Uh yeah...she's...er....well... (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Hunted: Female Brick with more modesty. 8- (As Pow, Harshly Punish)

10 Hunted: Love sick Conquerer wannabe 8- (As Pow, NCI, Mildly Punish)

20 Hunted: Metahuman Tactical Response 8- (Mo Pow, NCI, Harshly Punish)

10 Psychological Limitation: Catty & Jealous (Common, Moderate)

15 Psychological Limitation: Find intelligence very sexxy (Very Common, Moderate)

10 Psychological Limitation: Greedy (Common, Moderate)

15 Psychological Limitation: Vain and Self Absorbed (Very Common, Moderate)

10 Reputation: Tramp, 11-

10 Rivalry: Professional (Beautiful Heroines/Villainesses everywhere!; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

10 Social Limitation: Dark Secret: One time Superhero (Occasionally, Major)

15 Social Limitation: Secret Identity (Frequently, Major)

284 Experience Points

 

Total Disadvantage Points: 624

 

 

 

Background/History: Celeste Amberville won the genetic lottery. Not only was she beautiful, superhumanly strong and tough, she was also brilliant. Growing up she was spoiled and doted on by her parents (both shallow, grubby, individuals who wanted to ride their daughters' obvious looks and grace to riches). When her superhuman physical skills kicked in some time around puberty, she briefly acted as a teen superheroine, at the time she called herself Golden Girl and was a minor celebrity. But helping others bored her. And her parents constant pushing of her to become their meal ticked annoyed her. To spite them, she began studying science and stopped her public appearances.

 

Celeste found that she really liked science. And even more so, she was attracted to brilliant men. The world conquering scientist type really turned her engines on. So she dated a number of brilliant, less than stable men. Often she found herself acting as their "Hench-woman/Concubine"....it was fun. Pursuing her own education she developed her gravity based arsenal, and with the aid of the supervillain Technology resource company, the ARMORY, she developed her teleportation cape. Once this was all ready, she took the code name Jezebel, often she is called simply, the Vamp. She doesn't seem to mind.

 

Personality/Motivation: Jezebel is actually pretty happy. She's not evil so much as amoral, and she is far from a killer. That said, she is self absorbed, vain, jealous, oversexed, catty, and petty. She does occasionally help those in need (a spark of compassion for those truly desperate) if she notices them. She has intervened when particularly bloodthirsty co-horts have tried to use innocents as "Sport", but for the most part, she's too caught up in her own happiness to notice.

 

She also finds brilliant men to be very attractive. This is why she often ends up the right hand or lieutenant of a master villain. She can be a bit flighty so the relationships don't last. She tends to get bored as their schemes come undone, obviously if they were really smart they'd succeed right?

 

Jezebel cannot abide another beautiful woman of power in her presence. At best she's catty and insulting, at worst she'll try to remove them physically.

 

Quote: Mmmm, you do look nice in that armor, Durandal, is that a ceramic polymer? Resistes magnetics well, right? Yummy.

Hey Ultra Girl...Eat Fist!

 

Powers/Tactics: Jezebel is a brick with a brain. She has the "Brick Tricks" skill and the martial Arts. She is quite proficient at using her enhanced strength and toughness. She has added to this her gravitek boots that let her leap tremendous distances (even more so than her strength does, cling to any surface by altering her personal gravity, and flying. She's not terribly fast in flight but it works. She also has a cape with dimensional circuitry that allows her to teleport short distances, and allows for one passenger. The cape is very sturdy and she can use it to protect her person (though she rarely worries about it) and she can also use it to glide. Lastly, she has developed a localized gravity node that allows her to keep her costume on. No really. It was necessary. Her communicator is a card that she keeps in her right boot.

 

Campaign Use: a good lieutenant for your master minds. She's having the time of her life and enjoys the "Bad Girl" role. Does she have a heart of gold underneath it all? Who knows?

 

To make her less powerful, remove her martial arts and drop her stats a bit. To make her tougher increase her stats, possibly add a gadget pool or more weapons...if she only had somewhere to carry them.

 

Appearance: Shapely blonde who dresses like something out of a superhero porn parody. Her costume had to be high tech in design because otherwise she'd be naked mos of the time. It consists of a red top with plunching neckline, red cape, red gloves, and a red micro skirt. Her boots are red and gold. She wears no mask.

 

When concealing her identity, she wears more modest clothing and sometimes glasses. Trust me, on her it works.

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Re: Characters from HERO Art.

 

since this thread is titled characters from champions art shoudn't there be pics as well as stats?

 

I am not sure if he could post the pictures since it is from books published and owned by Hero Games.

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Re: Characters from HERO Art.

 

Speaking of which, does he have a website?

 

He's one of my favorite hero illustrators.

He does, I have the link at home, I'll post it. I believe its the art of Davenpoe.

 

since this thread is titled characters from champions art shoudn't there be pics as well as stats?

wel...

 

I am not sure if he could post the pictures since it is from books published and owned by Hero Games.

 

There we are. I don't have permission to use the art, that's why I link the book itself. Buy it and you will see :)

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Re: Characters from HERO Art.

 

From The Ultimate Metamorph pg 27

 

Legion

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

18 DEX 24 13- OCV: 6/DCV: 6

25 CON 30 14-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

25 PD 15 Total: 25 PD (20 rPD)

25 ED 20 Total: 25 ED (20 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

15 REC 0

50 END 0

50 STUN 0 Total Characteristic Cost: 170

 

Movement:

Running: 6"/12"

Leaping: 20"/80"

Swimming: 2"/4"

 

 

Cost Powers END

136 The Legion Effect: Duplication (creates 9 290-point Duplicates), Rapid Duplication (can create 2 Duplicates per Half Phase) (+1/4), Ranged Recombination (+1/2) (136 Active Points)

Mental Powers

 

15 1) Single Minded: Mind Link , Human class of minds, Duplicates, Number of Minds (x16), Psychic Bond (35 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)

 

Strength & Toughness

3 1) Deep Breath: Life Support (Extended Breathing: 1 END per 5 Minutes)

20 2) Durable: Damage Resistance (20 PD/20 ED)

5 3) Environmentally Immune: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)

4 4) Hefty: Knockback Resistance -2"

20 5) Powerful Legs: Leaping +10" (20" forward, 10" upward) (Accurate, x4 Noncombat) 2

 

Skills

20 +4 with HTH Combat

3 High Society 13-

3 Interrogation 13-

2 KS: The Superhuman World 11-

3 Paramedics 12-

13 Power: Brick Tricks 18-

3 Security Systems 12-

3 Streetwise 13-

3 Teamwork 13-

 

Total Powers & Skill Cost: 256

Total Cost: 426

 

200+ Disadvantages

20 Psychological Limitation: Heroic Code (Common, Total)

10 Psychological Limitation: Protective of duplicates (Uncommon, Strong)

10 Psychological Limitation: Keeps his own company (Common, Moderate)

15 Hunted: Elite Industries 8- (As Pow, NCI, Harshly Punish)

20 Hunted: Baron Terror 8- (Mo Pow, NCI, Harshly Punish)

20 Vulnerability: 2 x Effect Mental Attacks/Effects (Common)

15 Social Limitation: Secret Identity (Frequently, Major)

116 Experience Points

 

Total Disadvantage Points: 426

 

 

 

Background/History: From The Ultimate Metamorph pg 27

 

Patrick Barrister isn't exactly sure where his powers come from. He has vague recollections of labs and testing centers as a child, but nothing clear. He suspects it was the corporation that hunts him, Elite Industries. But he has no proof. All he knows is that ever since he could remember, he's been superhumanly strong and capable of summoning duplicates of himself. The duplicates are seemingly independent but psychically linked and generally serve as each other's family.

 

Despite his mysterious origins, he has dedicated himself to protecting the people of Los Angeles. In his secret identity, Patrick works at a Public Library. One of the duplicates is always at the library on days he works.

 

Personality/Motivation: Patrick is motivated to do good deeds and lend his power to the cause of good. He's a pretty rough and tumble guy and has a "friendly rival" out look to some of the more laid back costumed criminals. However, he is just as happy using his might to help people without breaking things. He also reacts badly to casual cruelty.

 

Quote: "One of me is worth 10 of you!"

 

Powers/Tactics: Standard Brick. Of course he can summon nine others just like him...

Patrick has a Brick Tricks skill, the Teamwork Skill, and a psychic bond with each of this duplicates. They work well together. A weakness however is they are very closely wired and mental attacks tend to overcome his defenses easily.

 

Campaign Use: Helpful, unique Brick.

 

Appearance: Patrick is a ruggedly built young man about 6'4 and 250 lbs. he has brown hair and brown eyes. He's tan and has an easy going demeanor. His costume is white with black gloves, full face mask, boots, and belt.

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