Avengers:
                         Black Panther (T'Challa)

25 Str 15     9 +3 to Perception rolls
29 Dex 57     6 +3 to Visual Perception rolls
23 Con 26    10 Tracking Scent
15 Bod 10     6 1/2 End Str 2 --> 1
23 Int 13     6 +3" running
18 Ego 16     2 +2" leap
28 Pre 18
18 Com  4    12 Acrobatics, Breakfall, Climbing, Riding 15-
12 Pd   7     7 Stealth 17-
12 Ed   7     9 Bureaucratics, High Society, Oratory 15-
 7 Spd 31    15 Concealment, Inventor, Paramedics, Security Systems, 
10 Rec  -          Tracking 15-
46 End  -     9 Animal Handling 14-
40 Stn  -     6 Electronics, Mechanics 11-
     ----     6 Scientist, Physics, Aeronautics, Weapon Design 11-
      204    12 4pts English, German, French (native: Wakandan)
	       
		Martial Arts (generic)
              5 Defensive Strike +1 OCV +3 DCV  Strike, 8d6
	      4 Martial Strike   +0     +2      Strike, 10d6
	      5 Offensive Strike -2     +1      Strike, 12d6
	      4 Block            +2     +2      Block, Abort
	      4 Dodge             -     +5      Abort
	      5 Choke Hold       -2     +0      Grab, 2d6 NND
	      4 Martial Escape   +0     +0      +15 Str vs Grab
	      3 Martial Grab     -1     -1      +10 Str to Hold
             12 3 Martial Damage Classes

	     20 2 Overall levels
	     16 2 Combat levels

	      2 Transport Famil: Planes, Quinjet
             10 Head of State (Wakanda)
	     15 Filthy Rich (he's got Vibranium to burn)
           ----
	  + 212 = 416


100+
 10 Hunted: People after Vibranium (less powerful, NCI, 8-)
  5 Phys:  Needs Heart-Shaped herb to maintain Strength/Senses
 15 Psyche: Protects country, Common, Strong
 20 Psyche: Chivalry
 10 Public ID
256 exp
---
416

Notes:  I'm assuming that the Head of State perk includes everything in 
the Avengers Clearance perk, so I didn't buy it for him.  I'm also assuming
that his Avengers signalling device has run down its batteries, since he
hasn't been called on for quite a few years.

At some times T'Challa has had love interests and rivals for the throne, but
not often enough to get a disad for, IMHO.

The languages are a conjecture, but he is supposed to have gone to "the best 
schools of America and Europe" so I'm assuming he speaks more than just
English and Wakandan.	
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                         Black Widow (Natalia Romanova)

18 Str   8   24 Acting, Bribery, Conversation, High Society 
26 Dex  48         Interrogation, Persuation, Seduction, Streetwise 14-
18 Con  16   21 Bugging, Concealment, Criminology, Cryptography, 
15 Bod  10         Paramedic, Security Systems, Tactics 14-
23 Int  13   12 Breakfall, Climbing, Lockpicking, Stealth 14-
20 Ego  20    7 Shadowing, 13-
23 Pre  13    2 +1" running = 7"
24 Com   7    8 4pt English, 4pt Chinese (Russian Native)
 8 Pd    4    2 KS: Intelligence Agencies
 8 Ed    4      Martial Arts: Karate, Judo, Akido, Savate, Boxing
 6 Spd  24    4 Block      +2 / +2    block, abort
 8 Rec   -    4 Disarm     -1 / +1    disarm, +10 Str
36 End   -    4 Dodge       - / +5    abort
33 Stn   -    4 Punch      +0 / +2    strike +2d6 = 7 1/2d6
      ----    5 Spin Kick  -2 / +1    strike +4d6 = 9 1/2d6
       167    5 Choke Hold -2 / +0    grab, 2d6 NND
	      4 Escape     +0 / +0    +15 Str vs grabs
	      3 Legsweep   +2 / -1    strike +1d6 = 6 1/2d6; target falls
	      3 Hold       -1 / -1    grab, +10 Str
	      3 Throw      +0 / +1    strike +v/5
	      5 Jab        +1 / +3    strike = 5 1/2d6
	      8 2 Martial Damage Classes (already added in)

	      2 Prof Skill: Ballerina 

             20 2 Overall Skill levels
	     16 2 Combat Skill levels

	     10 15" Swinging, OIF (widow line)
	     33	6d6 NND, 30 charges, No range, OIF (widow's bite)
		    defense = electrically insulated or force field
              5 2" Streching, OIF, only usable w/widow's bite, 30ch
             51 12d6 explosive eb, 12 charges, OIF (belt)
	      8 18 Str clinging (electrostatic surfaces on costume) IIF
	      5 Avengers Clearance
	      4 Radio Listen/Transmit, IIF (Avengers Commincation Card)
           ----
	  + 282 = 449

100+
 15 Hunted: Intelligence Agencies Less Powerful, NCI 11-
  8 Watched: Other Intelligence Agencies Less Powerful, NCI 11-
326 Experience
---
449

Notes: OHOTMU claims the widow's bite has a range of 10', and I'm going
with that, although she has used it at longer range on a number of occasions.

===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                         Captain America (Steve Rogers)

25 Str 15      10 5/5 Armor, OIF (micro-chainmail)
29 Dex 57       6 1/2 End Cost on Str
23 Con 26       6 +3" running
15 Bod 10  
23 Int 13         Martial Arts (generic)
23 Ego 26       5 Defensive Strike +1 OCV +3 DCV  Strike, 8d6
30 Pre 20       4 Martial Strike   +0     +2      Strike, 10d6
18 Com  4       5 Offensive Strike -2     +1      Strike, 12d6
12 Pd   7       4 Block            +2     +2      Block, Abort
12 Ed   7       4 Dodge             -     +5      Abort
 7 Spd 31 	5 Choke Hold       -2     +0      Grab, 2d6 NND
10 Rec  -	4 Martial Escape   +0     +0      +15 Str vs Grab
46 End  -       3 Martial Grab     -1     -1      +10 Str to Hold
40 Stn  -      12 3 Martial Damage Classes
     ----   
      216      30 3 Overall levels
	       40 5 Combat levels
	  
	       15 Acrobatics, Breakfall, Combat Driving (Motorcycle),
		     Climbing, Stealth 15-
               12 Criminology, Paramedics, Security Systems, Tactics 14-
	        3 Oratory 15-
		3 Shadowing 11-
		2 Prof Skill :issulstrator 11-
		
               20 2 75pt followers (pilot & technician)
  	        5 Avengers Clearance
	        4 Radio Listen/Transmit, IIF (Avengers Commincation Card)


		  The Shield
               44 Multipower: 100 active, OIF, Can be blocked (+1/4) 
		      All Shield powers lost if blocked/deflected (+1/4)
		      All Other Shield powers inoperative while using multipower (+1/4)
                4 8d6 EB vs Pd, Autofire 0 End, Must Attack Multiple Targets (+1/4)
		3 12d6 EB vs Pd, 1/2 End Cost [3]
		2 14d6 EB vs Pd, 1 recoverable charge

	       21 Armor Piercing on Offensive Strike (12d6), 1/2 End [1],
		      OIF, All Other Shield powers inoperative while using (+1/4)
	          
		9 3 DCV levels, OIF, only vs attacks stopable with shield (+1/4)
		9 3 Ranged DCV levels, OIF, only vs attacks stopable with shield (+1/4)
               13 10 Block OCV levels, OIF
		8 20" superleap, Only vs falling Damage (+1), OIF
		  
	       30 EC: Protective Shield 90 active, OIF
	       18 1/2 Physical & Energy Damage reduction, Usable by Others (+1/2),
		      only vs Area of effect/Explosion attacks (+1)
               30 Missile Deflection, all ranged, +20 to roll, Can deflect adjacent hexes (+1/2)
              ---
	   +  393 = 609
		  
100+
 15 Hunted: Red Skull, As Powerful, NCI, 8-
 20 Code vs Killing
 20 Always does what is right (Total, common)
464 Exp
---
609

Notes:  I think that making the Shield give DCV and pluses to block simulates the
way it works in comics much better than just giving him +90/+90 armor, OIF 14-.
Any attack that would have hit except for the extra DCV from the shield is assumed
to have hit the shield and harmlessly bounced off.

This is 'Classic' Cap, not Lifesupport Armor Cap.


===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                               Hawkeye (Clint Barton)

20 Str 10   36 Multipower: 90 active points, OIF, 4charges/slot
23 Dex 39    4 12d6 Explosive Eb (explosive arrow)
18 Con 16    3 3d6+1 AP RKA No KB (normal arrowhead)
15 Bod 10    2 10d6 Energy blast vs PD (blunt arrowhead)
15 Int  5    4 7d6 NND AOE hex defense=hard ear covering (sonic arrow)
18 Ego 16    4 6d6 Entangle AOE hex (net arrow)
20 Pre 10    3 9d6 Entangle, Only 1 Body (-1/2) (bolo arrow)
14 Com  2    4 9d6 Flash (flare arrow)
 8 Pd   4    3 4d6 RKA, penetrating, no effect vs Energy Force Field/Walls (-1/2)
 8 Ed   4        No KB (acid arrow) 
 5 Spd 17    3 15d6 Energy Blast, No KB  (electric arrow)
 8 Rec  -    4 6d6 NND AOE radius (3" R), def=5pt Life support (tear gas arrow)
36 End  -
34 Stn  -    6 3/3 Armor, OIF
     ----    3 5pts Flash Def vs Hearing Group, OIF (hearing aid)
      133    2 +1" running
         
               Martial Arts (generic)
             5 Defensive Strike +1 OCV +3 DCV  Strike, 6d6
             5 Offensive Strike -2     +1      Strike, 10d6
             4 Block            +2     +2      Block, Abort
             4 Dodge             -     +5      Abort
             3 Martial Grab     -1     -1      +10 Str to Hold
             8 2 Martial Damage Classes

	    20 2 Overall levels
	    20 4 levels w/Multipower
	     6 +3 w/Visual Per rolls
	
	    12 Acrobatics,Breakfall, Combat Driving (Aircycle), Stealth 14-
	     3 Paramedics 12-
	     4 PS: Tightrope, Trapeze 11-
	     5 Weaponsmith: Bows & Arrows 12-

	     5 Avengers Clearance
	     4 Radio Listen/Transmit, IIF (Avengers Commincation Card)
           ---
         + 189 = 322
100+
 20 Overconfident
 20 Psyche Lim: Brash Blowhard (he's bought this down recently)
  5 Phys Lim: Partial Deafness, needs hearing aid
194 Exp
---
322

Note:  Hawkeye has to wear a hearing aid ever since his limited series, but it
has come in handy since it doesn't transmit/amplify harmful volumes/frequencies.

Hawkeye's quiver of arrows is OIF, but his bow is OAF.  If his bow is removed,
he can still throw arrows by hand (-1 OCV/1", max range 5").

I didn't include stats for the skycycle, since I despise the 4th Edition vehicle
rules.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                     Hercules

100 Str  85      7 1 level Density Increase (325#)  Always on
 23 Dex  39      4 5pt Resistant Pd & Ed
 98 Con 176     60 1/2 Physical & Energy Damage Reduction
 40 Bod  60     30 3/4 Physical & Energy Damage Reduction, Only vs Body (+1)
 10 Int   -     12 Life Support: Pressure, Temperature, Aging & Disease
 20 Ego  20     45 +45" Superleap 
 30 Pre  20     25 1/2 End Cost on Str 10 -> 5
 20 Com   5      6 +3" Running
 30 Pd   20      6 +3" Swimming
 30 Ed   19     16 20pts Mental Defense
  5 Spd  17     15 15pts Power Defense
 40 Rec   2      6 Regeneration: 1 body/hour
196 End   -        Martial Arts: Ancient Boxing, Wrestling
140 Stn   3      4 Block     +2 / +2    Block, Abort
       ----      3 Jab       +2 / +1    Str Strike (20d6)
        466      3 Punch     +1 / +0    Str +2d6 Strike (22d6)
		 4 Escape    +0 / +0    +15 Str vs Grabs (115 Str)
                 3 Hold      -1 / -1    +10 Str for Grabbing
		 4 Reversal  -1 / -2    +15 Str vs Grabs, Grab
		 3 Slam      +0 / +1    Str +v/5; Target Falls
		 3 Take Down +2 / +1    Str Strike; You Fall; Target Falls
		 3 Breakfall 14-
		16 2 Combat levels
		10 2 Hand to Hand levels
		 2 Weapon Famil: Ancient Greek (Discus, Mace, Hammer, Javelin)
		21 Universal Translator 17- (Human Languages Only -1/2)
		 9 Seduction +3 = 18-
		 3 Riding 14-
		 5 International Police Powers (Avengers Clearance)
		 4 Radio Listen/Transmit, IIF (Avengers Commincation Card)
              ----
	     + 332 = 798

100+
  5 Distinctive Features (6'5", 325#, Red Hair)
 15 Hunted Hera (As powerful, NCI, 8-)
 13 Watched Zues (More Powerful, NCI, 11-)
 20 Psyche: Loves Hand to Hand Combat (the gift!) VC, Strong
 20 Psyche: Honorable Common, Total
 10 Psyche: Protects Mortals Common, Moderate
 10 Public ID
603 Experience
---
798

Notes:
Notice that he isn't very bullet-proof (still very hard to kill with small
arms).  I don't recall him bouncing bullets off his chest very often.
OHOTMU says Hercules can do a standing high jump of at least 100', so he 
needed a little superleap.

I omitted 'Choke' from the wrestling martial art, since he doesn't seem to use it.

He earned 603exp in 3000 years, or about 1/5years.  Reminds me of
some of my characters...
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                        She-Hulk (Jennifer Walters)

 80 Str 65   10 1 level growth, +1 Bod, +1 Stn, +5 Str, 0 End Persistant
 18 Dex 24   20 20/20 resistant pd & ed
 53 Con 86   12 Life Support: Pressure, Radiation, Temperature, Disease
 20 Bod 18   19 1/2 End Cost Str [3]
 18 Int  8    6 +3" running
 13 Ego  6  180 +180" Superleap
 23 Pre 13    5 PS: Lawyer 14-
 20 Com  5    4 KS: Criminal Law 13-
 35 Pd  20    6 Criminology, Deduction 13-
 35 Ed  24
  5 Spd 22   16 2 Combat levels
 26 Rec  -   10 2 HTH levels
106 End  -
 85 Stn  -
       ---  ---
       291 +288 = 579

100+
 15 Distinctive Features: Unconcealable (Huge & Green)
 20 Psyche Lim: CVK
 20 Psyche Lim: Believes she is in a comic book (sometimes)
 10 Public ID
414 Exp
---
579
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                       Thor

100 Str  85      7 1 level Density Increase (640#)  Always on
 23 Dex  39      4 5pt Resistant Pd & Ed
 98 Con 176     60 1/2 Physical & Energy Damage Reduction
 40 Bod  60     30 3/4 Physical & Energy Damage Reduction, Only vs Body (+1)
 10 Int   -     12 Life Support: Pressure, Temperature, Aging & Disease
 20 Ego  20     25 +25" Superleap 
 30 Pre  20     25 1/2 End Cost on Str 10 -> 5
 20 Com   5      6 +3" Running
 30 Pd   20      6 +3" Swimming
 30 Ed   19     16 20pts Mental Defense
  5 Spd  17     15 15pts Power Defense
 40 Rec   2      6 Regeneration: 1 body/hour
196 End   -      3 Breakfall 14-
140 Stn   3     40 5 Combat levels
       ----      2 Weapon Famil: Viking (Sword, Mace, Spear, Bow)
        466      3 Lang: English (Ancient Norse native)
		 3 Survival: Sub-arctic forests 11-
		 3 Riding 14-
		 3 Paramedic 11-
		 4 Knowledge Skills: Surgery, Anatomy
		 5 International Police Powers (Avengers Clearance)
		 4 Radio Listen/Transmit, IIF (Avengers Commincation Card)

		   Thor's Hammer "Mjolnir"

                54 Elemental Control: Change Environment, 0 End, OVIF (-1/4)
                54 CE: Wind level 4, x1024 radius (1 1/4 mile radius)
                54 CE: Rain level 4, x1024 radius
                54 CE: Temp level 4, x1024 radius

               156 195pt Multipowerm OVIF (-1/4)
		 9 24d6 Energy Blast vs Physical, 1/2 End [6 end] (Thrown Hammer)
		 7 7d6 RKA, No KB, [10 end, from battery]         (Lightning Bolt)
		 7 Extra Dimensional Movement, Related Group of Dimensions, 
			Usable Against Others, @ Range, x2^16 mass, 
			Concentrate (0 DCV), 1 Turn Delay [19 end]
		 4 Extra Dimensional Movement, Related Group of Dimensions, x8 mass [4 end]
		11 30/30 Forcewall, 1/2 End [7 end] 1 hex only (-1/4) 1/2 DCV (-1/4)  (Whirling Hammer)

		 4 End Battery: 30 end, 2rec/rnd, OVIF
		 4 2d6 Energy Absorbtion -> End Battery, Only vs Electricity (-1)

	        20 +30 resistant Ed, only vs Electricity (-1)
		 
		10 +4d6 Hand Attack, OVIF [1 end]
           
		34 30" Flight, OVIF, Full Phase to Start (-1/4) Turn Mode=30" (-1/4)

              ----
            +  764 = 1230

 100+
  20 Overconfident
  20 Chivalrous
  10 Psyche: Protects Mortals Common, Moderate
   5 Distinctive Features (6' 6", godlike)
  15 Hunted Loki (As powerful, 11-)
  20 Hunted Odin (More Powerful, NCI, 11-, Mildly Punish)
1040 Exp
----
1230


Notice that he isn't very bullet-proof (still very hard to kill with small
arms).  I don't recall him bouncing bullets off his chest very often.

OVIF = Obvious Very Inaccessable Focus.  Not quite worth a 1/2 limitation, but it
does come up often enough to be worth some points.

I'm assuming that Sif is another PC (probably played by the girlfried of the guy
who plays Thor)

The OHOTMU says that Thor has access to Don Blake's medical knowledge, and I'm
going with that, even though he never seems to use it.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                       Vision

38 Str  23      7 1 level Density Increase (300#)  Always on
17 Dex  21     75 Multipower (density control)
43 Con  66      7 10 levels DI, 0 End (+50 Str, +10pd/ed)
25 Bod  30      6 Desolid, 0 End vulnerable to sonic attacks
18 Int   8
20 Ego  20     20 20pt resistant Pd & Ed
20 Pre  10     50 50pts Physical armor, linked to DI (5pts/level)
10 Com   -     50 50pts Energy armor, linked to DI (5pts/level)
30 Pd   22    
30 Ed   20    126 8d6 NND, does body, affects solid, No range, 0 End
 4 Spd  13           Usable only when desolid (+1/4) Defense = Energy Being/Super Dense
16 Rec   -     60 Multipower (Solar Jewel) Uses End from End Battery
86 End   -      5 4d6 RKA, No KB 
64 Stn   -      6 6d6 Flash
      ----     12 120pt End Reserve
       233      8 12pt End Reserve recovery, Not in darkness (+1/2)
                6 10pts Mental Defense
               10 10pts Power Defense
	       30 Full Life Support
	       22 13" Flight, Only when desolid (+1/2) 1/2 End 3 -> 1
	       10 Eidetic Memory
		3 Lightning Calculator
                5 International Police Powers (Avengers Clearance)
	        4 Radio Listen/Transmit, IIF (Avengers Commincation Card)
               16 2 Combat levels
		8 +4 OCV w/NND
             ----
	    + 544 = 777

100+
 15 Distinctive Feature (concealable, major reaction) Android Voice
  8 Watched: World Goverments (As Powerful, NCI, 8-)
 10 Physical Limitation: Loses 1 Dex for every level of DI (Infreq, Greatly)
 15 Psyche Lim: Can't understand emotion (uncommon, total)
629 Experience
---
777

===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

Fantastic Four:
                       Human Torch (Johnny Storm)

 13 Str   3      57 Elemental Control (Flaming Body, 114pts)
 14 Dex  12      57 38" Flight, 0 End
 18 Con  16      86 12d6 energy blast, damage shield, 0 End No KB, +6d6 No KB (4 end)
 12 Bod   4      63 Change environment: Temperature (level 5) 64" radius, 0 End
 10 Int   -      55 40/40 Forcefield, 0 End, 30pts of the Pd is only vs meltable weapons (+1/2)
 10 Ego   -      
 18 Pre   -     135 Multipower (Heat control, 135 active)
 14 Com   2      11 18d6 energy blast, 0 End, No KB
  5 Pd    2      11 13 1/2d6 explosive energy blast, 0 End, No KB
 10 Ed    6      11 10 1/2d6 energy blast, Area of effect, line 0 End, No KB
  5 Spd  26      11 10 1/2d6 autofire energy blast, 0 End, No KB
  7 Rec   -      13 9d6 suppress, Area of Effect Radius, x4 area=16" radius, 0 End (vs flames)
 36 End   -      11 6d6 energy blast, uncontrolled continuous Area of effect hexes,
 28 Stn   -            x4 area = 12 hexes, 0 End (SFX: flames last 3 minutes)
	----      4 Change environment, temperature (level -2) x16 area 0 End
	 71     102 20d6 energy blast, area of effect radius,  [Nova Blast]
		       x8 radius= 80" R No KB, x2 end cost, No range
                    +10d6 explosive energy blast, No KB, x2 end cost, No range [total end=70]


                 10 10pts Flash defense
		 15 +20 resistant Energy Defense, only vs heat/flame (+1)
		 15 1/2 energy damage reduction, only vs heat/flame (+1)
		  3 Life Support vs Heat
		  6 3/3 Armor, OIF (unstable molecules are tough)
		  9 Mechanics 14-
		  7 Combat Driving 14-
		  4 Prof Skill: Vehicle Design 13-
                 20 4 Skill levels w/Multipower
               ----
	      + 716 = 787

100+
  5  DNPC: Wyatt Wingfoot (Supercompetent, 8-)
 15  Physical Limitation: Can't use powers if soaked (Infrequent, fully impairing)
 20  Code vs Killing
 10  Public ID
649  Exp
---  
799

Note:  The Temperature power is from Hero Almanac 2.  In brief, level 5 is about 165 degrees (F),
everyone in the area without life support vs heat or some special protection is -5 to REC.
Level -2 is about 30F.

I didn't put a +1/4 limit on all of his powers (doesn't work in vacuum, not when soaked with water)
because it doesn't seem to happen often enough to be worth the limitation.

The last slot in the multipower is the Nova Blast, and yes, it is that powerful.

The OHOTMU talks about how Johnny 'absorbs' flames, but he doesn't do anything with the energy he
absorbs, so I just modelled it with extra def vs heat/flame.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                      Invisible Woman (Sue Richards)

13 Str  3  340  Multipower: Invisible Force All Powers 0 End, Invis vs Normal
14 Dex 12   45m 30/30 Forcewall, Personal Immunity, "Feedback" (-1/2)
13 Con  6   45m 17/17 Forcewall, Personal Immunity, x128 Radius (+1 3/4) .86 mile diameter
10 Bod  -   20u 10d6 NND Does Body (defense: energy being, strechy body, super dense)
13 Int  3   19u 14d6 Energy Blast, x2 Knock Back
17 Ego 14   18u 18d6 Energy Blast
15 Pre  5   12u 60 Str Telekinesis, No Fine Control (-1/4)
20 Com  5   12u Invisibility, Usable Against Others, @ Range, x2^13 mass
 5 Pd   2    3u 8" Flight, Concentrate (1/2 DCV)
 5 Ed   2    2u 15" Gliding
 4 Spd 16   20u 20d6 Suppress vs Invisibility
 6 Rec  -    4u Invisibility to Normal Sight, No fringe
26 End  -         
24 Stn  -    3 Paramedics 12-
      ---   25 5 multipower levels
       68    3 Pilot 12-
	     6 3/3 Armor OIF      
          ----
	 + 577 = 645

100+
 15 Hunted, As Powerful, 11- (Dr Doom)
 20 Psyche Lim: CVK (wouldn't even kill Galactus)
 10 Public ID
  5 Love: Mr Fantastic/Reed (You don't really think he's dead, do you?)
532 Exp
---
697

According to OHOTMU, Sue can now do multiple things at the same time, so I
made the big forcefields multi-slots so she can keep them partly up.  Here's
some examples of what she can do simultaneously:

14/14 forcewall and 10d6 NND
16/16 forcewall and 18d6 energy blast
11/11 forcewall and 18d6 energy blast and Invisibilty vs norm

I put Personal Immunity on Sue's Forcewalls so she could shoot her EB through
them.

I am making up a x2 length advantage for forcewalls for +1/4.  The +1"/5pts 
mechanic in the book doesn`t work for giant forcewalls.

Sue's "Feedback" is different from the one in the BBB, and only worth half
as much.  For every 3 body done to her forcewalls over half their defense,
she has to expend 1 end to keep the wall up.  Thus if Thor started pounding
on her wall (with 24 body/attack), it would cost Sue (24-15)/3=3 end per 
hit, or 15 per round.  In less than a minute she is burning stun.  This 
reflects how her walls are almost never brought down, she just can't handle
the strain of keeping them up.

I wracked my brains trying to come up with useful skills for Sue but came up pretty
dry.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                      Mr Fantastic (Reed Richards)

15 Str  5   20 40pt Elemental Control: Elastic Body
14 Dex 12  153 20" Stretching, x16 non-combat 0 End, x2 non-combat x10 End [5]
23 Con 26   40 3/4 Physical Damage Reduction
25 Bod 30   10 Desolid, Only for getting though non-airtight barriers (+1)
28 Int 18   13 +40 Str, only for holding, throwing & catching (+1/2)
18 Ego 16   20 +8 levels w/grab OCV
18 Pre  8   47 Missile Reflection, Self & Adjacent hexes, towards any target
12 Com  1
30 Pd  27   10 Multipower
15 Ed  10    1 10" Gliding
 4 Spd 16   21 +15" Running=21"
 8 Rec  -
46 End  -   15 20pd/10ed resistant
45 Stn  -   20 +5d6 Hand Attack
      ---    5 Extra Limbs (can use body to carry things)
      169   20 Shapeshift - Any shape, can't change texture/color (+1/2)
	    
	    21 Computer Programming, Criminology, Deduction, Forensic Medicine,
		  Inventor, Paramedic, Security Systems 15-
             9 Climbing, Contortionist, Lockpicking 12-
            12 Disguise, Electronics, Mechanics, Weaponsmith 11-
	     3 Scientist
            12 Astrophysics, Biophysics, Chemistry, Exobiology, Mathematics,
		  Metallurgy, High Energy Physics, Aeronautics, Subatomic Physics,
		  Robotics, Computer Design, Dimensional Physics 17-
            20 +4 w/Int Skills
	    30 +6 w/Sciences
	    20 2 Overall levels

	     6 3/3 Armor OIF
          ----
	 + 528 = 697

100+
 15 Hunted, As Powerful, 11- (Dr Doom)
 15 Psyche Lim: Comes up with really dangerous inventions all the time
 20 Psyche Lim: CVK (wouldn't even kill Galactus)
 10 Public ID
  5 Love: Susan Storm/Invisible Woman
532 Exp
---
697

Notes:  Here's an example of an EC with a lot of bad things in it (Strength,
Levels, Damage Reduction) but the conception, and general inefficiency of 
the character justifies it, IMHO.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                           Thing (Ben Grimm)

 85 Str  70       7 1 level Density Increase (500#)  Always on
 14 Dex  12      44 45pts Resistant Pd & Ed
 63 Con 106      33 Hardend Pd & Ed
 30 Bod  40	  9 Life Support vs Pressure, Temperature, Radiation	
 13 Int   3       7 Life Support, does not breathe, 10 minute maximum (+1/2 lim)
 20 Ego  20      30 1/4 Physical & Energy reduction
 25 Pre  15      21 1/2 End Str 8 -> 4
  4 Com  -3       6 10pts Mental Defense
 45 Pd   28      20 20pts Lack of Weakness
 45 Ed   31         Martial Arts: Boxing, Wrestling, Football
  5 Spd  26       4 Block     +2 / +2    Block, Abort
 30 Rec   2       3 Jab       +2 / +1    Str Strike (17d6)
126 End   -       3 Punch     +1 / +0    Str +2d6 Strike (19d6)
102 Stn   -       3 Clinch    -1 / -1    Grab, +10 Str
       ----       5 Hook      -2 / +1    Str +4d6 Strike (21d6) (It's clobberin' time!)
        350       4 Escape    +0 / +0    +15 Str vs Grabs (115 Str)
                  3 Slam      +0 / +1    Str +v/5; Target Falls
                  3 Tackle    +0 / -1    Str +v/5; Target Falls; You Fall; Full Move
		  3 Sack      +1 / +1    Str; Target Falls
		  5 Strip     +0 / +0    Grab Weapon; +10 Str
		  3 Climbing  12-
                 13 Combat Pilot 17-
		  6 Transport Familiarity: Planes, Helicopters, Small Spacecraft
		  3 Disguise 11-
		  3 Paramedics 11-
		  3 Streetwise 14-
                 16 2 Combat levels
		 10 2 Hand to Hand levels
		  3 1 Level w/Hook
                  2 +1" Running
               ----
	      + 285 = 635

100+
 15 DNPC, Incompetent 8- Alicia Masters (except for days when she is a Skrull, grr)
 20 Distinctive Features: Not concealable, major reaction
  5 Hunted: Yancy Street Gang (Less Powerful, NCI, 8-, Only to Annoy)
 10 Public ID (and Idol of Millions)
 15 Overconfident (Very Common; Moderate)
 15 Code vs Killing (Common; Strong)
435 Experience
----
615

Notes:  He's tough, but no Hercules.  The 'Football' style is from Ninja Hero.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

Legion:

			     Blok

100 Str 75   7 1 level growth Always On
  8 Dex -6  13 2 levels density increase Always On
 58 Con 96  16 -8" Knockback resistance
 30 Bod 38
 18 Int  8  30 6 HTH levels
 17 Ego 14  25 1/2 End Str 10 -> 5
 25 Pre 15  70 80/60 resistant
  4 Com -3  30 hardened on 40/40 resistant
 80 Pd  61
 60 Ed  46  10 13pts Mental Defense
  4 Spd 22  25 10d6 Telepathy (Only with Silicon-based life -1)
 29 Rec  -  17 Life Support: Gas through skin, Pressure, Radiation,
116 End  -       Temperature, Disease
102 Stn  -
      ----  83 Flight Ring
       366   4 Telepathic Earplugs
            11 Transsuit
          ----
	 + 341 = 707

100+
 15 Unusual looks
 15 CVK
 10 Doesn't understand Humans
 10 No Fine Manipulation
557
---
707

Note: See Rokk, Imra or Garth for notes on equipment
 
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
			Brainiac 5 (Querl Dox)

15 Str  5   10 Eidetic Memory
18 Dex 24    3 Lightning Calculator
13 Con  6    3 Speed Reading
13 Bod  6   18 Computer Programming, Criminology, Cryptography, Deduction,
45 Int 35         Inventor, Paramedic 18-
26 Ego 32    6 Electronics, Mechanics 11-
20 Pre 10    6 Scientist, Jack of all Trades
10 Com  -   22 Sciences: Medicine, Anatomy, Xenobiology, Chemistry,
 8 Pd   -         Biochemistry, Biophysics, Genetics, Nuerology, Astronomy,
 8 Ed   -         Astrophysics, Thermal Dynamics, Mathematics, Psychology,
 8 Spd 52         Sociology, Computer Design, Vehicle Design, Weapon Design,
 6 Rec  -         Sensor Design, Robot Design, Encryption, Metallurgy,
26 End  -         Temporal Physics
28 Stn  -    3 Professional Skills: Astronomer, Surgeon, Psychotherapist
     ----
      170   20 +4 w/Int Skills
	    30 +6 w/Sciences
	    20 2 Overall levels

	   150 225pt Multipower OIF (Force Field Belt)
	    15 30/30 Forcewall, 0 End
	    15 75/75 Forcefield, 0 End

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
	 + 419 = 589

100+
 15 CVK (willing to kill the Time Trapper)
 20 Psyche Lim: Occasionally blows up the base
 20 Psyche Lim: Occasionally creates mega villains
  5 Unusual looks
  5 Love: Kara Zor-El
424 Exp
---
589

Note: See Rokk, Imra or Garth for notes on equipment

===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                    Chamelion Boy (Reep Daggle)

20 Str 10   30 1/4 Physical & Energy Reduction
23 Dex 39   40 Shapeshift, Any Form, 0 End, Persistant
20 Con 20   13 Detect Life Forms, Discriminatory, at Range
12 Bod  4 
28 Int 18
15 Ego 10  180 Multipower
20 Pre 10   12m 20/20 Armor          1u Extra Limbs
10 Com  -    4m 50  Str  Cling       1u 10pts Flash Def
15 Pd  11    1u Active Sonar         8m 20" Flight
15 Ed  11    1u Discrim Smell        4m 20" Gliding
 6 Spd 27    1u +3 Vision           12m 40pt HKA @ 0 End
 8 Rec  -    1u +3 Hearing           3u Full Life Support
40 End  -    1u IR Vision            4m +10" Running
32 Stn  -    1u UV Vision            6m 6" Stretching
      ---    2m +10" Leap            6m +30 Pre
      160    1u 360 degree Vision    2m 10" Swimming
             1u Tracking Scent       8m 8" 8def Tunneling
             4m +20 Str              1u Ultrasonic Hearing
            12m 8 levels Growth 0 End
	    24m 8 levels Shrinking, 0 End

            60 30pt Cosmic Power Pool, Only to mimic known creatures (-1/2)

	    12 Acting, Bribery, Conversation, Streetwise 12-
	    27 Bugging, Concealment, Criminology, Cryptography,
		  Deduction, Forensic Medicine, Paramedic, Security Systems,
		  Tracking 15-
             6 Climbing, Stealth 14-
	     3 Disguise 11-

            40 4 Overall levels

               Martial Arts (generic)
             4 Punch    -   +2 +2d6
             4 Block   +2   +2 abort
             4 Dodge    -   +5 abort
             3 Throw    0   +1 str+v/5
             4 Disarm  -1   +1 str+10 disarm

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
	 + 650 = 810

100+
 20 CVK
 10 Unusual Looks (Very Easily Concealable, Major Prejudice)
 15 Rep (Durlan) 14-
665 Exp
---
810

Note: By mixing & matching multipower slots and the power pool you
should be able to simulate most life forms in the galaxy.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
		      Colossal Boy (Gim Allon)

30 Str 20  112 15 Levels Growth, 0 End (3,200tons, +75 Str, -15" KB,
20 Dex 30        +15 Bod, +15 Stun, 32" Tall)
23 Con 26   40 +30" Running, +2"/level of growth (-1/2)
18 Bod 16   20 +15 pd / +15 ed, +1/level of growth (-1/2)
18 Int  8   20 1/4 Resistant Physical & Energy Reduction 
14 Ego  8        Baseond on 8 levels of Grwoth (-1/2)
23 Pre 13   23 +7 w/HTH OCV, +1/2 levels of growth (-1/2)
14 Com  2   20 +30 Pre, +2/level of growth (-1/2)
20 Pd  14
20 Ed  15   26 1/2 End on 105 Str
 5 Spd 20
11 Rec  -    2 Weapon Famil: Science Police Weapons
46 End  -    6 Criminology, Paramedics 13-
47 Stn  -    4 KS: Law, Police Proceedure
     ----
      172      Martial Arts
	     4 Martial Strike  +0 / +2  +2d6 Strike
	     5 Offense Strike  -2 / +1  +4d6 Strike
	     4 Block           +2 / +2  abort
	     3 Grab            -1 / -1  +10 Str to hold

            10 1 Overall level
	    10 2 HTH levels

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
	 + 401 = 573


Note, Most of Gim's powers are prorated to his growth,  For instance,
if he has 6 levels of growth on, he would have +12" running, +6pd/ed,
+3 OCV HTH and +12 Pre.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                     Cosmic Boy (Rokk Krinn)

20 Str 15   27 106.25pt Magnetic Control EC
20 Dex 30   27 85 Str TK, 1/2 End [4] Only vs Metal (+1)
18 Con 16   27 43/42 Force Field, 1/2 End [4] 
12 Bod  4         Only vs Electric/Magnetic Attacks (-1)
25 Int 15
14 Ego  8   75 20" Flight, 0 End, x16 non-combat (477 mph)
20 Pre 10
12 Com  1   30 3 Overall levels
13 Pd   9   15 6 DCV levels, Only vs Electric/Magnetic Attacks (-1)
13 Ed   9    9 Persuation, High Society, Bureaucratics 13-
 5 Spd 20    5 Ancient Earth History (20th Cent) 14-
 8 Rec  -    2 PS: Magno-ball
36 End  -
31 Stn  -      Martial Arts (Kujui)
     ----    5 Punch  +1 / +3  4d6
      137    5 Kick   -2 / +1  8d6
             4 Block  +2 / +2 
	     4 Dodge   - / +5
	     3 Throw  +0 / +1  4d6+v/5

	     6 Breakfall, Combat Pilot 13-
	     1 Transport Famil: Small Spacecraft

               Flight Ring
            75 20" Flight, x16 Non-combat, Fully Invisible, 0 End
                  IIF Concentrate (0 DCV) Max Speed=100"/seg (-1/4) 
             8 Hyper Radio listen&tranmit, Distress Signal Only (-1) IIF 
    
               Telepathic Earplugs
             4 Mind Link, Set Group (Legion), IIF, Max Range=8" (-1) 

               Transsuit
            11 Lifesupport (Self Contained Breathing, Vacuum, Radiation
		   Pressure, IIF, Not if character takes body (-1/4) 
		   1 Day Max (1-/4)
          ----
	 + 343 = 480

100+
 20 CVK
  5 Love (Lydda Jath)
355
---
480

Note: Hyper Radio is a new power I just made up.  It is just like radio,
but it is twice as expensive and travels instantaneously over
interstellar distances.

The flight ring's Max Speed is to keep Legionaire's with high Spd's 
from outpacing their slower comrades.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
			    Dawnstar

20 Str 10  180 75" Flight, 0 End, Not in cramped space (-1/4)
35 Dex 75   42 x64,000c FTL 
20 Con 20   19 Self Contained Breathing, LS vs Pressure, Temp, Vacuum
12 Bod  4    9 Detect Life forms @ Range, 360 degree Imprecise (-1)
18 Int  8   96 +120 to Detect, only vs range mods (-1/2), Imprecise (-1)
15 Ego 10
23 Pre 13    6 Acrobatics, Breakfall 16-
26 Com  8    9 Criminology, Concealment, Deduction 13-
15 Pd  11
15 Ed  11   30 3 Overall levels
 7 Spd 25
 8 Rec  -      Martial Arts (generic)
40 End  -    5 Punch   +1 / +3  Strike          4d6
32 Stn  -    5 Kick    -2 / +1  Strike + 4d6 =  8d6
     ----    4 Block   +2 / +2  Block, Abort
      195    4 Dodge    - / +5  Abort
             3 Throw   +0 / +1  Strike +v/5

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
         + 510 = 705

100+
 10 CVK
 10 Haughty & irritating
  5 Love (Drake)
580
---
705

Note:  The "Imprecise" limitation on her detect allows her to 
determine which planet someone is on, but not their exact
location.  She suffers no range mods for the first 4.7*10^18",
or 1,000 Light Years.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

			    Dream Girl (Nura Nal)
15 Str  5  38 Precognition, x32,000 range (8000 miles) No Conscious Control
23 Dex 39  47 Danger Sense, 17-, In or out of combat, any area
15 Con 10
10 Bod  -  30 3 Overall levels
23 Int 13  33 5 Overall levels, based on Danger Sense (-1/2)
18 Ego 16
20 Pre 10   2 KS : Occult
30 Com 10   3 Scientist
10 Pd   7   3 Sciences: Biology, Biochemistry, Biophysics
10 Ed   7   6 Paramedics, Inventor 14-
 6 Spd 27
 6 Rec  -     Martial Arts (generic)
30 End  -   5 Punch   +1 / +3  Strike          7d6
26 Stn  -   5 Kick    -2 / +1  Strike + 4d6 = 11d6
     ----   4 Block   +2 / +2  Block, Abort
      144   4 Dodge    - / +5  Abort
            3 Throw   +0 / +1  Strike +v/5
           16 4 Damage Classes

           83 Flight Ring
            4 Telepathic Earplugs
           11 Transsuit
	 ----
	+ 297 = 441

100+
 20 CVK
  5 Love: Thom
 10 Psyche: Occasional angst over some prediction
306
---
441

Note: The Overall levels on an activation roll are to simulate
the way she might forsee the correct way to do something.  This 
was inspired by Steve Maurer's precognitive character "Oracle".

Nura got some occult knowledge from her sister.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
                    Element Lad (Jan Arrah)

15 Str   5  420 Multipower, 420 active points 0end, Indirect
20 Dex  30   32 20d6 Entangle, not in vacuum -1/4 
18 Con   8   20 13d6 Entangle Hard+1/4AOE Rad 13"+1, Not to Entangle -1 
12 Bod   4         Not in Vac -1/4
28 Int  18  125 20d6 Entangle Opaque vs Sight & Sound, AOE Radius 22"+1
14 Ego   8 	   Not to Entangle -1, Not in vacuum -1/4 
20 Pre  10   34 18d6 Explosive Energy Blast 
20 Com   5
13 Pd   10 	   6d6 Flash, Explosive, Must hit DCV, linked w/^
13 Ed    9 	   2d6 NND Energy, Does Body, defense=organic, linked w/^
 5 Spd  20   32 Darkness, 19" Radius vs Normal, IR and UV, Not in Vac -1/4
 7 Rec   -   40 20d6 NND Does Body defense=Not ordinary matter
36 End   -   15 5d6NND Does Body def=Not ordinary matter AOE hexes,
29 Stn   -         x4 Area = 20 hexes No Range Mod 
     -----   18 7d6 Major Transform to any element, cum, 
       122         only vs inorganic(+1) 
             32 Missile Deflection At Range, Usable vs some AOEs (+1)
             22 10" Tunneling, 30def 
              8 2d6 NND, AOE Radius, x32 rad=64" Uncontrolled Continuous 
   		   Fully Invisible,
		   Targets need per roll @-3 to perceive (+1)
   		   Def = Self Contained Breathing
	     42 Change Environment, Variable Effect, 83,000 mile radius

	     12 Life Support vs gasses, 
		   Usable on Others AOE Radius, x32=16"
   		   Only Usable inside enclosed area (+1/2)
	     13 Detect Elements at Range, Discriminatory

	      2 +1" running = 7"
	      1 Transport Famil: Small Spacecraft

             83 Flight Ring
              4 Telepathic Earplugs
             11 Transsuit
           ----
	  + 966 = 1088

 100+
  20 CVK
  10 Subject to constant rumors about his sexuality in fanzines.
 958 Trom bonus
----
1088

Notes: See Rokk, Imra or Garth for notes on equipment.
   The entangles bought with the 'Not to Entagle' limitation
are used to put up solid walls.
   The NND that needs a per roll for the victim to detect in
an invisible knock-out gas.
   The Change Environment is used to put lots of lead into the
atmosphere.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

		      Ferro Lad (Andrew Nolan)
88 Str 78   54 55pd/55ed resistant
23 Dex 39   41 hardened resistant pd & ed
38 Con 56
18 Bod 16   22 Life Support: Seld Contained Breathing, Pressure, Temperature,
18 Int  8        Radiation, Disease
14 Ego  8
20 Pre 10   10 2 HTH levels
 0 Com -5   22 1/2 End Str 9 -> 4
55 Pd  37
55 Ed  47   83 Flight Ring
 5 Spd 17    4 Telepathic Earplugs
26 Rec  -   11 Transsuit
76 End  -
81 Stn  -
     ---- ----
      301 +247 = 548

100+
 20 CVK
 15 Unusual looks
413 Created to die bonus
---
548

Note: Much like Colossus, Ferro Lad never seems to get caught in his
vulnerable, non-armored form, so I'm not giving him any limitation for
it.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

	              Karate Kid (Val Armorr)

25 Str 15     Martail Arts (all Styles)
32 Dex 66   5 Defensive Strike +1 / +3 Strike = 17d6
20 Con 20   4 Martial Strike   +0 / +2 Strike+2d6 = 19d6
15 Bod 10   5 Offensive Strike -2 / +1 Strike+4d6 = 21d6
18 Int  8   4 Block            +2 / +2 block, abort
18 Ego 16   4 Dodge             - / +5 abort
20 Pre 10   4 Nerve Strike     -1 / +1 2d6 NND = 8d6 NND
18 Com  4   5 Choke Hold       -2 / +0 Grab, 2d6 NND = 8d6 NND
15 Pd  10   4 Killing Strike   -2 / +0 Killing Strike 4DC = 3d6+1
15 Ed  11   3 Throw            +0 / +1 Strike+v/5
 9 Spd 48   4 Disarm           -1 / +1 Disarm, +10 Str = 85 Str
 9 Rec  -   4 Escape           +0 / +0 +15 Str vs Grab = 90 Str
40 End  -   3 Grab             -1 / -1 +10 Str to Hold = 85 Str
38 Stn  -  48 12 Martial Damage Classes
     ----   2 Weapon Element: Martial Weapons
      218
	    6 Breakfall, Contortionist, Stealth 15-
	    3 Paramedics 13-
	    3 High Society 13-

	   10 14pts Mental Defense
	    6 +3" Running
	    3 +3" Superleap

	    4 PS: Japanese Sculpture, Painting 11-
	    4 Lang: Japanese
	    2 KS: Martial Arts Weapons 11-
	    2 Weapon Famil: Martial Arts Weapons

           20 2 Overall levels
	   40 5 Combat levels
	   25 5 HTH levels


           83 Flight Ring
            4 Telepathic Earplugs
           11 Transsuit
         ----
	+ 325 = 543

100+
 15 CVK
 15 Psyche: Overconfident
  5 Love (Projectra)
408 Exp
---
543
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
 
			    Lightning Lad (Garth Ranzz)

20 Str 10   62 125 pt Electric Elemental Control
23 Dex 39   50 20d6 Energy Blast 1/2 End [5] No KB
18 Con 16   31 +83 Ed Armor, Only vs Electricity (+1)
12 Bod  4   31 8d6 Energy Absorbtion, 1/2 -> Energy Blast, 1/2 -> End
20 Int 10        +170 to Max (Max= +218pts), Only vs Electric Attacks (+1)
14 Ego  8   
18 Pre  8    3 Bump of Direction (senses magnetic field)
16 Com  3    3 Paramedics 13-
13 Pd   9    3 Electronics 11-
13 Ed   9    
 5 Spd 17   10 1 Overall level
 8 Rec  -    9 +3 w/Energy Blast
36 End  -
31 Stn  -      Flight Ring
     ----   75 20" Flight, x16 Non-combat, Fully Invisible, 0 End
      133         IIF Concentrate (0 DCV) Max Speed=100"/seg (-1/4) 
             8 Hyper Radio listen&tranmit, Distress Signal Only (-1) IIF 
    
               Telepathic Earplugs
             4 Mind Link, Set Group (Legion), IIF, Max Range=8" (-1) 

               Transsuit
            11 Lifesupport (Self Contained Breathing, Vacuum, Radiation
		   Pressure, IIF, Not if character takes body (-1/4) 
		   1 Day Max (1-/4)
           ----
         + 290 = 423
100+
 20 CVK
 15 3d6 Unluck
  5 Love (Imra)
 20 DNPC: Graym (& Validus)
263 Exp
---
423

Note: Hyper Radio is a new power I just made up.  It is just like radio,
but it is twice as expensive and travels instantaneously over
interstellar distances.

The flight ring's Max Speed is to keep Legionaire's with high Spd's 
from outpacing their slower comrades.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================
 
			    Lightning Lass (Ayla Ranzz)

15 Str  5   59 118.75 pt Electric Elemental Control
26 Dex 48   47 19d6 Energy Blast 1/2 End [4] No KB
18 Con 16   30 +79 Ed Armor, Only vs Electricity (+1)
11 Bod  2   30 8d6 Energy Absorbtion, 1/2 -> Energy Blast, 1/2 -> End
20 Int 10        +157 to Max (Max= +205pts), Only vs Electric Attacks (+1)
14 Ego  8   
18 Pre  8    3 Bump of Direction (senses magnetic field)
22 Com  6    3 Paramedics 13-
13 Pd   9    3 Electronics 11-
13 Ed   9    
 5 Spd 14   
 7 Rec  -    6 +2 w/Energy Blast
36 End  -
28 Stn  -   83 Flight Ring
     ----    4 Telepathic Earplugs
      135   11 Transsuit      
    
               Martial Arts (generic)
             4 Punch    -   +2 +2d6
             4 Block   +2   +2 abort
             4 Dodge    -   +5 abort
             3 Throw    0   +1 str+v/5
             4 Disarm  -1   +1 str+10 disarm
	     
           ----
         + 294 = 429
100+
 20 CVK
  5 Love (Salu)
304 Exp
---
429



===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                     Magnetic Kid (Pol Krinn)

20 Str 15   19 75pt Magnetic Control EC
18 Dex 24   19 60 Str TK, 1/2 End [3] Only vs Metal (+1)
18 Con 16   19 30/30 Force Field, 1/2 End [4] 
11 Bod  2         Only vs Electric/Magnetic Attacks (-1)
18 Int  8
13 Ego  3   45 10" Flight, 0 End, x16 non-combat (239 mph)
18 Pre  8
12 Com  1   15 6 DCV levels, Only vs Electric/Magnetic Attacks (-1)
13 Pd   9    2 PS: Magno-ball
13 Ed   9    
 5 Spd 22     Martial Arts (Kujui)
 8 Rec  -    5 Punch  +1 / +3  4d6
36 End  -    5 Kick   -2 / +1  8d6
30 Stn  -    4 Block  +2 / +2
     ----    4 Dodge   - / +5
      117    3 Throw  +0 / +1  4d6+v/5

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
	 + 238 =  355 

100+
 20 CVK
 10 Psyche: Eager to please
225
---
355

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

		       Mon El (Lar Gand)

145 Str 135 150 Multipower
 45 Dex 105  12 8d6 RKA, 1/2 End [6] No KB (Heat Vision)
 57 Con  94   7 10d6 Energy Blast, AOE Line (10 Hex) x2 KB 1/2 End KB Only (-1)
 28 Bod  36
 32 Int  22 187 75" Flight 1/2 End [7]
 27 Ego  34  38 x16,000c FTL
 35 Pre  25
 20 Com   5  98 Full Resistant Pd & Ed
 98 Pd   69  73 Full Hardened Resistant Pd & Ed
 98 Ed   87
 10 Spd  45  20 Targeting Sense Hearing 
 40 Rec   -  30 +10 to Perception Rolls
114 End   -   5 IR
130 Stn   -   5 UV
      -----  15 x100,000 Microscope Vision
	657   3 Ultrasonic Hearing
	     45 x32,000 Telescope Vision
	     10 High Range Radio Hearing

	     10 Eidetic Memory
	     30 Full Life Support
	     72 0 End Str
	     25 20pts Hardened Flash Def
	      5 Lack of Weakness
             12 10pts Hardened Flash Def (vs Hearing group)
	      7 Astronavigation 14-
	      6 Inventor, Paramedic 15-
	      3 Scientist
	      6 Sciences: Biology, Genetics, Biochem, Biophysics,
		   Mechanical Engineering, Electrical Engineering 11-
              6 Mechanics, Electronics 11-

             30 3 Overall levels

                Flight Ring
             75 20" Flight, x16 Non-combat, Fully Invisible, 0 End
                  IIF Concentrate (0 DCV) Max Speed=100"/seg (-1/4) 
              8 Hyper Radio listen&tranmit, Distress Signal Only (-1) IIF 
    
                Telepathic Earplugs
              4 Mind Link, Set Group (Legion), IIF, Max Range=8" (-1) 

                Transsuit
             11 Lifesupport (Self Contained Breathing, Vacuum, Radiation
		   Pressure, IIF, Not if character takes body (-1/4) 
		   1 Day Max (1-/4)
            ----
	 +  996  = 1653

 100+
  20 CVK
  10 Psyche: Fear of Phantom Zone
  20 Phys: Needs anti-lead serum to survive
   5 Love Tasmia Mallor
1058 Daxamite Bonus
 ---
1663

Note: At the end of the Levitz era, the anti-lead serum also allowed
Mon-El to operate normally under a red sun and on heavy gravity worlds.

Note: See Rokk, Imra or Garth for notes on equipment.  Mon-El keeps the
equipment around, even though half of it is useless to him because 1)
he doesn't know he is in a Champions game and 2) in case somebody does
find a way to remove some or all of his powers, its good to have a
back-up and 3) he can always loan them to someone else more needy than
himself.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

			   Phantom Girl (Tinya Wazzo)

15 Str  5   20 Phantom Elemental Control (40 pts)
23 Dex 39   60 Desolid, 0 End, Invisible vs Normal Sight
15 Con 10   23 1/2 Phys & Energy Reduct, Not vs Affects Desolid, Costs End [6]
11 Bod  2   11 8 DCV levels, Not vs Affects Desolid, Costs End [4]
20 Int 10
13 Ego  6    3 Stealth 14-
18 Pre  8    6 Concealment, Paramedics 13-
26 Com  8    3 Shadowing 11-
10 Pd   7
10 Ed   7      Martial Arts (generic)
 5 Spd 17    5 Def Strike     +1 / +3  6d6 Strike
 6 Rec  -    4 Martial Strike +0 / +2  8d6 Strike
30 End  -    4 Dodge           - / +5  abort
27 Stn  -    3 Throw          +0 / +1  6d6 + v/5 Strike
     ----   12 +3 Martial Damage Classes
      119    2 +1" Run
	
	    10 1 Overall level
	    12 +4 w/Stealth, Concealment, Shadowing

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
	 + 276 = 395

100+
 20 CVK
  5 Love: Jo Nah
270 Exp
---
395
	

Note:  The Damage Reduction and DCV levels represent Tinya's ability
to have most of her body intangible, even while she is hitting someone.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

			 Sun Boy (Dirk Morgna)

20 Str 10  107 15d6 Energy Blast, AOE Cone (16"/side), 0 End, No Rng, No KB
17 Dex 21   87 7d6 Flash, AOE Cone (15"/side), 0 End, No Rng, Linked w/eb
18 Con 16
12 Bod  4   37 +50 resistant ed, Only vs Flame/Radiation attacks (-1)
18 Int  8    6 Life Support vs Heat & Radiation
14 Ego  8   15 15pts Flash Def
18 Pre  8   
20 Com  5   20 2 Overall levels
10 Pd   6    4 Science: Radiation, Biophysics
15 Ed  11    7 Seduction 15-
 5 Spd 23    3 Conversation 13-
 8 Rec  -
36 End  -   83 Flight Ring
31 Stn  -    4 Telepathic Earplugs
     ----   11 Transsuit
      120 ----
        +  384 = 504

100+
 20 CVK
384 Exp
---
504

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

			   Polar Boy (Brek Bannin)
20 Str 10  140 Multipower: Ice powers
20 Dex 30   13 9d6 NND AOE hex 0 End defense=cold life support
18 Con 16   14 7d6 AOE hex Entangle 0 End
13 Bod  6   14 7d6 NND AOE hexes x4 Area (14 hexes) 0 End
23 Int 13   13 4 1/2d6 Entangle, x4 Area (16 hexes) 0 End
13 Ego  6
18 Pre  8    3 Life Support vs Heat & Cold
12 Com  1   37 +50 resistant ED, only vs heat/flame attacks (-1)
13 Pd   9
13 Ed   9   10 +2 w/mulitpower
 5 Spd 20    3 Persuation 13-
 8 Rec  -    1 Transport Famil: Small Spacecraft
36 End  -
32 Stn  -   83 Flight Ring
     ----    4 Telepathic Earplugs
      128   11 Transsuit
          ----
         + 306 = 434

100+
 20 CVK
  5 Rep: Loser 8-
 10 Psyche Lim: Wants to prove himself
299 Brek bonus
---
434

Note: See Rokk, Imra or Garth for notes on equipment

===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                        Saturn Girl (Imra Ardeen Ranzz)

15 Str  5  106 Multipower
20 Dex 30   11 17d6 Telepathy 1/2 End [5]
15 Con 10    6 10d6 Mind Control 
11 Bod  2    3 7d6 Ego Blast, x3 End [21]
34 Int 24   
28 Ego 36   75 12d6 Mind Scan 1/2 End [3]
18 Pre  8   19 25pts Mental Defense
24 Com  7   80 +20pts Mental Defense, Usable on Others @ Range
10 Pd   7         AOE Radius, x16 Radius (32")
10 Ed   7
 6 Spd 30      Martial Arts (generic)
 6 Rec  -    5 Punch   +1 / +3  Strike          6d6
30 End  -    5 Kick    -2 / +1  Strike + 4d6 = 10d6
27 Stn  -    4 Block   +2 / +2  Block, Abort
     ----    4 Dodge    - / +5  Abort
      166    3 Throw   +0 / +1  Strike +v/5
            12 3 Damage Classes

            20 Danger Sense All Attacks in Vicinity, In or Out of 
		 Combat, (Only vs Hostile Intent -1/4)

             6 Breakfall, Combat Pilot 13-
             1 Transport Famil: Small Spacecraft

             3 Scientist
             4 KS: Robotics, Computers, Biophysics, Genetics 11-

            30 3 Overall levels

               Flight Ring
            75 20" Flight, x16 Non-combat, Fully Invisible, 0 End
                  IIF Concentrate (0 DCV) Max Speed=100"/seg (-1/4) 
             8 Hyper Radio listen&tranmit, Distress Signal Only (-1) IIF 
    
               Telepathic Earplugs
             4 Mind Link, Set Group (Legion), IIF, Max Range=8" (-1) 

               Transsuit
            11 Lifesupport (Self Contained Breathing, Vacuum, Radiation
		   Pressure, IIF, Not if character takes body (-1/4) 
		   1 Day Max (1-/4)
          ----
	+  495 = 661

100+
 20 CVK
  5 Love Interest: Garth Ranzz
 20 DNPC: Graym (& Validus)
 20 Psyche: Won't read teammate`s minds
  5 Psyche: Aloof
491 Exp
----
661


Note: Hyper Radio is a new power I just made up.  It is just like radio,
but it is twice as expensive and travels instantaneously over
interstellar distances.

The flight ring's Max Speed is to keep Legionaire's with high Spd's 
from outpacing their slower comrades.

Her Danger sense works by telepathically sensing hostile intent, so 
she would not be able to detect a time bomb (unless the guy who planted
it was standing nearby for her to sense.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

		       Sensor Girl (Projectra)

20 Str 10   35 360 Degree Spatial Awareness
20 Dex 30   10 360 Degree Vision
15 Con 10   12 x10,000 Microscope Vision
10 Bod  -    5 IR Vision
20 Int 10   20 N-Ray Vision, cannot penetrate Mystic Barriers
17 Ego 14   36 Telescopic Vision: +24 Vision range mods
23 Pre 13   20 Targeting Sense: Hearing
28 Com  9   36 Telescopic Hearing: +24 Hearing range mods
10 Pd   6    3 Ultrasonic Hearing
10 Ed   7   30 +10 to Per rolls
 6 Spd 30   15 30pts Mental Defense, only vs Mental Illusion
 7 Rec  -
30 End  -  190 Illusions vs Visual, Hearing & Touch, -12 to Per rolls,
28 Stn  -        16" Radius, 0 End
     ----    
      139      Martial Arts
             5 Punch   +1 / +3  Strike          5d6
             5 Kick    -2 / +1  Strike + 4d6 =  9d6
             4 Block   +2 / +2  Block, Abort
             4 Dodge    - / +5  Abort
             3 Throw   +0 / +1  Strike +v/5
	     4 Martial Damage Class

	     7 Knowledge Skills: Occult 11-, Mystic Artifacts 14-
            15 Bureacratics, High Society, Interrogation, Oratory, 
		  Persuation 14-
	     2 Knowledge Skill: Orlando politics 11-
            10 Perk: Head of State
	    30 3 Overall levels

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
         + 599 = 738

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                         Shadow Lass (Tasmia Mallor)

13 Str  3  150 Darkness vs Normal Sight, IR, UV, Hearing Group 8" Radius 0 End
23 Dex 39   49 25 ED Armor, Usable by Others at Range AOE radius x2 radius (8")	
18 Con 16        linked w/Darkness, Only vs Heat/Light based attacks (-1)
11 Bod  2
18 Int  8   10 Flash Def
14 Ego  8   20 N-Ray vision, can't see through anything solid
23 Pre 13
24 Com  7      Martial Arts (generic)
12 Pd   9    5 Punch   +1 / +3  Strike          5 1/2d6
12 Ed   8    5 Kick    -2 / +1  Strike + 4d6 =  9 1/2d6
 6 Spd 27    4 Block   +2 / +2  Block, Abort
 7 Rec  -    4 Dodge    - / +5  Abort
36 End  -    3 Throw   +0 / +1  Strike +v/5
27 Stn  -    8 2 Martial Damage Classes
     ----
      140   83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
         + 356 = 496

100+
 20 CVK
  5 Unusal looks (Blueish)
  5 Love: Lar
366
---
496

Note: Tasmia's N-Ray allows her to see without light (pretty amazing, when you
think about it)

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

		      Shrinking Violet (Salu Digby)

20 Str 10  600 30 levels of Shrinking, 0 End, Persistant
23 Dex 39
18 Con 16    3 Stealth 14-
13 Bod  6    6 Concealment, Paramedics 14-
23 Int 13    3 Shadowing 11-
14 Ego  8 
15 Pre  5      Martial Arts
20 Com  5    5 Def Strike     +1 / +3  7d6 Strike
 8 Pd   4    4 Martial Strike +0 / +2  9d6 Strike
 8 Ed   4    4 Dodge           - / +5  abort
 6 Spd 27    3 Throw          +0 / +1  7d6 + v/5 Strike
 8 Rec  -   12 +3 Martial Damage Classes
36 End  - 
32 Stn  -   20 2 Overall levels
     ----   10 2 HTH levels
      137 
            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
           ----
	 + 768 = 905 (!)

100+
 20 CVK
  5 Love: Ayla Ranzz
 10 Psyhce Lim: Shy
---
395
	

Note: She gets really small, which is really expensive relative to
how useful it is.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

		       Star Boy (Thom Kallor)

23 Str 13  157 275pt Gravity Multipower, Down Only (-1/2) 
23 Dex 39        Max Str equals weight of target+50 Str (-1/4)
18 Con 16   16 110 Str Telekinesis, 0 End , Invisible to All
12 Bod  4   16 78 Str Telekinesis, 0 End, Invisible to All, AOE hexes (8 hex)
18 Int  8
11 Ego  2    1 Transport Famil: Small Spacecraft
18 Pre  8
16 Com  3   83 Flight Ring
12 Pd   7    4 Telepathic Earplugs
12 Ed   8   11 Transsuit
 4 Spd  7
 9 Rec  -    2 PS: Astronomer
36 End  -
33 Stn  -
     ----  ---
      115 +290 = 405

100+
 20 CVK
  5 Love: Nura Nal
280
---
405

Example of Gravity Power: Thom uses his AOE Gravity power on some hexes
containing a Normal Human (10 Str to lift), a Pineapple (-20 to lift), 
a big motorcycle (23 Str to lift) and a Truck (35 Str to lift).  Everything
becomes 1000 times heavier (+50 Str), so the man is held down with a
60 str TK, the Pineapple with 30 str, and the motorcycle with 73.  The
truck is too big to get the full effect, and is only held down with a
78 str TK.  If he switched to the other slot he could hold down the
truck with 85 Str Tk.

Note: This isn't a very good way to do most 'gravity field' powers, since
by normal champs rules new objects entering Thom's AOE aren't affected,
but I think he acts upon objects on an individual basis, and new objects
entering the area wouldn't be affected unless he took a phase to do so.


Note: See Rokk, Imra or Garth for notes on equipment


===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

		    Tellus (Ganglios)

30 Str 20  82 Multipower
14 Dex 12   8 11d6 Telepathy 0 End
25 Con 30   5 35 Str Telekinesis, 0 End
13 Bod  6
30 Int 20  25 Mind Link: Any 8 minds
18 Ego 16  
18 Pre  8   7 Life Support: Self Contained Breathing OIF
10 Com  -
20 Pd  14  10 14pts Mental Defense
20 Ed  15  25 +5 w/underwater activity
 5 Spd 26  10 1 Overall level
11 Rec  -   2 PS: Freighter Crewman
50 End  -
41 Stn  -  83 Flight Ring
     ----   4 Telepathic Earplugs
      167  11 Transsuit
	 ----
       +  272 = 439

100+
 20 CVK
 20 Unusual looks
 10 No fine manipulation
289
---
439

Note: Tellus is a methane breather and needs his life support human
to survive in an oxygen-nitrogen atmosphere.

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

             	  Timber Wolf (Brin Londo)

110 Str 100  10 +5" Running
 35 Dex  75   9 Acrobatics, Breakfall, Stealth 16-
 40 Con  60   6 Interrogation, Persuation 13-
 19 Bod  18   3 Tracking 11-
 15 Int   5   3 Survival: Jungle 11-
 13 Ego   6  13 4 DCV levels, based on Acrobatics Roll
 20 Pre  10  24 3 Combat levels
 16 Com   3  27 1/2 End Str 11 -> 5
 35 Pd   12
 35 Ed   27     Martial Arts (generic)
  7 Spd  25   5 Punch   +1 / +3  Strike         22d6
 30 Rec   -   5 Kick    -2 / +1  Strike + 4d6 = 26d6
 80 End   -   4 Block   +2 / +2  Block, Abort
 94 Stn   -   4 Dodge    - / +5  Abort
      -----   3 Throw   +0 / +1  Strike +v/5
	332  
             83 Flight Ring
              4 Telepathic Earplugs
             11 Transsuit
           ----
	  + 214 = 546

100+
 20 CVK
  5 Unusual looks (During some of his career)
 10 Psyche: Hothead
  5 Love (Ayla) (unrequited)
406
---
546

Note: See Rokk, Imra or Garth for notes on equipment
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

			White Witch (Mysa Nal)

10 Str  -   12 15pt Mental Defense
17 Dex 21   20 Sense Magic @ range 360 degrees
13 Con  6   10 5" Fly 0 End Only to hover around (-1/2)
10 Bod  -
33 Int 23  309 240pt Magic Pool
17 Ego 14      Takes 1 Day to change spells (-1/2)
25 Pre 15      No single power can exceed 120 active points (-1/4)
22 Com  6   21 Magic Skill 25-
 8 Pd   6    3 Scholar
 8 Ed   5    9 Knowledge Skills: Elemental Control, Mystic Artifacts,
 5 Spd 23        Detection, Illusions, Life Force Control, Counterspells,
 5 Rec  -        Spirits, Transportation
26 End  -
22 Stn  -   20 2 Overall levels
     ----   10 2 levels w/Magic Powers
      119

            83 Flight Ring
             4 Telepathic Earplugs
            11 Transsuit
          ----
         + 512 = 631

100+
  5 Unusual looks
 20 CVK
506 Zerox bonus
---
631

Note: See Rokk, Imra or Garth for notes on equipment

Typical Pool configuration:

active	real
   120    80  16/16 Forcewall, 0 End, Concentrate 0 DCV (-1/2)
   120    96  48 Str TK, 1/2 End [2] Full Invisible, Gestures (-1/4)
   105    35  6d6 Aid to all damaged stats (+2) 0 End, 
		Only up to normal max (-1/2), 0 DCV (-1/2), 1 turn (-1)
    72    29  16" T-Port, x16 mass, x16 non-combat, 0 DCV (-1/2) 1 turn (-1)
	----
	 240
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

	Wildfire (Drake Burroughs) Containment Suit Form
113 Str 103  187 75" Flight 1/2 End [7]
 26 Dex  48   40 x32,000c FTL
 93 Con 166
 27 Bod  34   30 Full Life Support
 20 Int  10  202 27d6 Energy Blast, 0 End
 13 Ego   6   10 +4d6 Energy Blast, 0 End, Triggers Multiform (-2)
 25 Pre  15
 10 Com   -   50 50/50 resistant
 50 Pd   27   12 10pt hard Flash def
 50 Ed   31   10 10pt Power def
  6 Spd  24    5 Lack of Weakness
 42 Rec   -
186 End   -    4 Science: Physics, Propulsion systems 11-
131 Stn   -   18 +6 w/energy blast
       ----
	464   83 Flight Ring
	      98 Multiform: 489pt Anti-Energy Form
            ----
	   + 749 = 1213

 100+
  20 Psyche: Rash, Brash
  20 CVK
  15 Accidental Change:  14- If Drake is hit with an attack doing more
      than 27 Body his containment suit might rupture and he is stuck
      in Anti-Energy form.  Note that AP attacks and attacks done after
      a successful find weakness roll would only need to do more than
      14 body.  Also, some NNDs that do body might rupture the suit
      (GM's discretion).
   5 Semi-unrequited love (Dawnstar)
1053 Anti-Energy bonus
----
1213

Anti-Energy Form:
 10 Str   -  225 75" Flight 0 End
 26 Dex  48   40 x32,000c FTL
 10 Con   -   53 Desolid: 0 End Persistant Always On
 27 Bod  34   30 Full Life Support
 20 Int  10  
 13 Ego   6    4 Science: Physics, Propulsion systems 11-
 25 Pre  15
 10 Com   -   
  2 Pd    -  
  2 Ed    - 
  6 Spd  24   
  4 Rec   -
 20 End   -    
 37 Stn   -   
       ----  ---
	137 +352 = 489

Note:  This is before Quislet gave him a radiation accident.  After the 
accident, just use the top form without the accidental change.

The Anti-Energy form cannot change back unless there happens to be a
spare containment suit lying around.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

Marvel Miscellaneous:
                              Spiderman (Peter Parker)

43 Str  33   47 Danger Sense, any attack, any area, 17-
44 Dex 102   10 Clinging (43 str)
33 Con  46    6 +3" running
15 Bod  10    8 +8" superleap
23 Int  13   11 1/2 End Str 4 -> 2
20 Ego  20  132 Multipower (web-shooters) 165 active, IIF
20 Pre  10    5 8d6 Energy Blast vs pd, 0 End 
12 Com   1   13 10d6 entangle, impervious to sight group, 0 End
18 Pd    9   12 10d6 entangle, 0 End
18 Ed   11    6 Darkness, 1" radius, imperv to sight, usable against others,
 9 Spd  36         at range, 0 End, uncontrolled continuous
16 Rec   -   
66 End   -   30 Multipower (web-shooters) 37.5 active, IIF)
54 Stn   -    2 20" Swinging, x2 non-combat, 0 End
      ----    1 5" Gliding, 0 End
       291
	      5 Defensive Manuver
	      1 Press Pass

	     15 Acrobatics, Breakfall, Climbing, Contortionist, Stealth 18-
	      9 Criminology, Deduction, Inventor 14-
	      6 Electronics, Mechanics 11-
	      8 Area Know: New York City 17-
	      4 Professional Skill: Photographer 13-
	      7 Scientist, Chemistry, Physics, BioChem, BioPhysics
		Martial Arts (generic)
              5 Defensive Strike +1 OCV +3 DCV   8 1/2d6
	      4 Martial Strike   +0     +2      10 1/2d6
	      5 Offensive Strike -2     +1      12 1/2d6
	      4 Block            +2     +2      block, abort
	      4 Dodge            --     +5      abort

             30 3 Overall levels
	     13 +4 DCV levels, based on Danger Sense Roll (+1/2)
           ----
	  + 403 = 694

100+
 10 Hunted: Venom (as powerful, 8-)
 10 Hunted: Green/Hob Goblin (as powerful, 8-)
 20 Psyche Lim: Code vs Killing (common, strong)
 20 Psyche Lim: With Great Power, comes Great Responsibility (common, strong)
 15 Secret ID
 10 Reputation 11- (suspected of being a criminal)
 20 DNPC (Was Aunt May, Incompetent 11-, now Mary Jane, competent 14-)
  5 Occasionally runs out of web fluid
497 exp
---
702

Notes:  The darkness is for when Spiderman webs over someone's face.  The reasonably
common way to turn it off is to destroy it, treating it as a 10d6 entangle.

I made the web-shooters 0 End because they almost never run out, even when he's been 
swinging around Manhattan all day.  I gave him a 5pt disad so a GM could say "You're
low on fluid, you've only got enough for about 10 more entangles".
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

X-Men:
                        Banshee (Sean Cassidy)

15 Str  5  150 Multipower: Sonic Scream
20 Dex 30   10 12d6 Energy Blast, Area of Effect Cone, 0 End, No Rng
18 Con 16   13 18d6 Energy Blast, 0 End
13 Bod  6    9 8d6 RKA, 1/2 End [6], No Rng, No KB
18 Int  8    7 6d6 NND, 0 End, Area of Effect Radius, No Rng, Personal Immunity
13 Ego  6   10 5d6 Flash vs Hearing, 0 End, Area of Effect Cone, x4 area (44" triangle)
20 Pre 10
16 Com  3   75 30" Flight, 1/2 End
10 Pd   7
10 Ed   6   35 Spatial Awareness, 360 degrees (active sonar)
 5 Spd 20
 7 Rec  -    2 PS: Interpol Agent 11-
36 End  -    1 KS: Genetics 8-
30 Stn  -    6 Bureaucratics, Streetwise 13-
      ---    6 Stealth, Breakfall 13-
      117    6 Concealment, Paramedics 13-
             2 WF: Small Arms

	       Martial Arts (Commando)
             5 Boxing Cross -2 OCV +1 DCV Strike+4d6
             3 Aikido Throw +0     +1     Strike, target falls
             4 Choke        -2     +0     Grab, 2d6 NND
             4 Disarm       -1     +1     +10 Str disarm
             4 Block        +2     +2     abort, block

            10 1 Overall level
	    16 2 Combat levels
	    10 2 levels w/Multipower

	     6 3/3 Armor, OIF
           ---
	 + 394 = 511
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                     Colossus (Piotr Nikolaievitch Rasputin)

75 Str 60  10 1 level growth, +1 Bod, +1 Stn, +5 Str, 0 End Persistant
20 Dex 30  67 60/75 resistant
38 Con 56  50 Hardened pd & ed (including resistant)
20 Bod 18  10 Flash Def
10 Int  -   5 8pt Mental Def
14 Ego  8  10 Lack of Weakness
20 Pre 10  12 Life Support: Pressure, Radiation, Temperature, Disease
12 Com  1   7 Life Support: Self Contained Breathing 10 minute maximum (+1/2)
60 Pd  46  19 1/2 End Cost str 7 -> 3
75 Ed  75   2 +1" running
 5 Spd 20   6 Acrobatics, Breakfall 13-
22 Rec  -   2 PS: Drawing 11-
76 End  -   3 Language: English (Russian native)
74 Stn  -  16 2 Combat levels
     ----- 10 2 HTH levels
      324   4 +2 OCV w/fastball special
	  ---
	+ 233 = 557

100+
 20 Hunter: Misc mutant haters
 10 Psyche Lim:  Even more of a whiner than most X-men
427 exp
---
557

Note:  He really is big, not dense (he's 7'5" tall in armored form).
I didn't make all his powers Hero ID, since he hasn't been in human
form for years, and hasn't been screwed over for being in human form
for almost a decade as far as I can recall.

===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                           Cyclops (Scott Summers)

15 Str  5   174 Multipower (206 active, everything has 'personal immunity' on
20 Dex 30    18 15d6 Energy Blast, +5d6 KB Only, O End, +5d6 [2]
15 Con 10    18 9d6 Energy Blast AoE Cone, +3d6 KB Only 0 End, +2d6 [2]
15 Bod 15    18 9d6 Autofire Energy Blast, +3d6 KB Only 0 End, +3d6 [7]
23 Int 23    16 11d6 Armor Piercing Energy Blast 0 End, +3d6 [2]
23 Ego 23
20 Pre 10     2 20 pt Endurance Battery for multipower
14 Com  2     2 2pt Recovery for End Battery
 8 Pd   5    
 8 Ed   5    30 +15 Lightning Reflexes (acts at 35 Dex)
 6 Spd 30     8 +4 Skill levels vs Autofire Penalties
 6 Rec  -     8 +4 Skill levels w/Bouncing
30 End  -    40 5 Combat levels
31 Stn  -     9 +3 Skill levels w/Energy Blast
      ---     9 Breakfall, Climbing, Combat Pilot 13-
      156     9 Demolitions, Electronics, Mechanics 11-
              9 Deduction, Paramedics, Tactics 14-
	      2 +1" Running

		Martial Arts
	      5 Defensive Strike +1 OCV +3 DCV Str Strike
              4 Dodge                   +5 DCV abort
	      3 Throw            +0 OCV +1 DCV Str+v/5 Strike
	      4 Disarm           -1 OCV +1 DCV +10 Str disarm

              6 3/3 Armor, OIF (X-men uniform, modern version)
           ----
	  + 394 = 550

100 +
 10 Distinctive Features (Red Eyes) easily concealable
 15 Hunted More Powerful, 8- (Mr Sinister)
 20 Hunted As Powerful, NCI, 11- (misc mutant haters)
 15 Phys lim: Can't control energy blast without special visor (Infreq, Fully)
 10 Psyche Lim: Always Serious (Common, Moderate)
 20 Psyche Lim: CVK (Common, Total)
 15 Psyche Lim: Loyal to Prof X (Uncommon, Total)
  5 Love: Jean Grey/Marvel Girl

Notes:  23 Int: this guy is Marvel's premier combat tactician, and a keen
observer.  23 Ego:  He's trained with Prof X most of his adult life, and 
fought off Dys`pare.
The Multipower:  I wrote this up as 3 multipowers, The first at 0 End, the
second knock-back only, the third with normal end costs, then added them
together (except the AP slot does not get a knockback boost).  Some unusual
round-offs caused the slots to be more expensive than you'd expect).  With 
this write-up, Scott can do 15d6 (and lots of KB) indefinitely, and go up
to 20d6 when he needs it, although he can only keep it up for 2 rounds.

I made his lack of control over the eye beams a disad rather than a limit
for two reasons: it is simpler, and it wouldn't be worth the 40-odd points
he'd get with even a 1/4 limit on the multipower, since it hasn't come up
much in recent times.

===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                            Nightcrawler

20 Str  10   10 Clinging 20 Str
44 Dex 102    
20 Con  20   60 30" T-Port 1/2 End [3], Needs Ego Roll if below 1/2 Stun (-1/4)
15 Bod  10    1 x4 Mass, Costs End, x10 End [5/10]
18 Int   8   20 x16 Range(.59 miles)
17 Ego   7    3 x2 Range, horizontal only (1.19 miles) (-1/2)
25 Pre  15    3 x2 Range, north-south only (2.38 miles) (-1/4)
 6 Com  -2    1 x2 Range, Costs End, x10 End [5]
10 Pd    6   75 10d6 NND Does Body, No Rng, x2 End Cost 
10 Ed    6          defense=Super Dense Body or Non-skintight forcefield
 8 Spd  26
 8 Rec   -    5 8pt Mental Defense
40 End   -    5 Extra Limb
35 Stn   -
      ----      Martial Arts (generic)
       208    4 Punch     +0 / +2 Strike+2d6=8d6
              5 Kick      -2 / +1 Strike+4d6=10d6
              4 Block     +2 / +2 Block, Abort
              3 Throw     +0 / +1 Strike+v/5
              4 Dodge      - / +5 Abort
	      4 Disarm    -1 / +1 Disarm, +10 Str
              8 2 Martial Damage Classes
	      1 Weapon Element: Fencing weapons

	     15	Acrobatics, Breakfall, Climbing, Contortionist, Stealth 18-
	      6 High Society, Seduction 14-
              4 Language: English (German native)
	      3 Paramedics 13-
	      6 Mechanics, Electronics 11-
              4 PS: Trapeze, Tightrope
             10 1 Overall level

           ----
	  + 264 = 472

100+
 25 Distinctive Features (not concealable, abject fear)
 20 Hunted As Powerful, NCI, 11- (misc mutant haters)
 20 Psyche: Swashbuckler
307
---
472

Notes: To get the true Nightcrawler, add this power:
20 Invisibility vs Normal Vision, 0 End Persistant, Only in shadows (+1)
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                         Psylock  (Betsy Braddock)

18 Str   8   75 Mulitpower
26 Dex  48    6 12d6 Telepathy 1/2 End [3] Visible Signature (-1/4)
18 Con  16    7 12d6 Mind Scan 1/2 End [3]
15 Bod  10    6 12d6 Mind Control 1/2 End [3] Visible Signature (-1/4)
23 Int  13   35 8d6 AVLD (Mental Def) 1/2 End [6] No Range (-1/2)
23 Ego  26  
23 Pre  13      Martial Arts (Ninjitsu)
28 Com   9    4 Martial Strike   +0 OCV +2 DCV Strike+2d6 (8 1/2 d6)
 8 Pd    4    5 Defensive Strike +1     +3     Strike (6 1/2 d6)
 8 Ed    4    4 Martial Escape   +0     +0     +15 Str vs Grab
 6 Spd  24    3 Martial Throw    +0     +1     Strike+v/5
 8 Rec   -    4 Martial Block    +2     +2     abort
36 End   -    4 Martial Dodge     -     +5     abort
33 Stn   -    4 Disarm           -1     +1     disarm, +10 Str
      ----    5 Spin Kick        -2     +1     strike +4d6 = 10 1/2d6
       175    1 Weapon Element: Katana
             12 3 Martial Damage Classes

	      5 Defensive Manuver
	      3 Fast Draw 14-
	      9 Breakfall, Climbing, Stealth 14-
	      9 Shadowing 14-
	      9 Concealment, Paramedics, Security Systems 14-
	      4 4pt Japanese
	      2 PS: Model
	      2 +1" running
             10 14pts Mental Defense

	     24 3 Combat levels
           ----
	  + 252 = 427

100+
  5 Distinctive Features (Purple Hair)
 20 Hunted As Powerful, NCI, 11- (misc mutant haters)
 20 Psyche Lim: Incredibly confused character conception
277 Exp
---
427

Note:  The 'Visible Signature' is the butterfly-shaped energy field that
appears over her target's face when the artist remembers.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

                         Storm (Ororo Monroe)

18 Str   8  71 Elemental Control: Control of Elements, 0 End, Persistant, 
26 Dex  48       -1/4 for misc power limitations
18 Con  16  71 CE: Wind level 4, x32r, x32r, 1 min delay, x512r, 1 day delay
15 Bod  10  71 CE: Rain level 4, x32r, x32r, 1 min delay, x512r, 1 day delay
18 Int   8  71 CE: Temp level 4, x32r, x32r, 1 min delay, x512r, 1 day delay
20 Ego  20 
23 Pre  13 112 20" Flight, x8 non-com, 0 End, Usable against others, x8 mass
24 Com   7    
 8 Pd    4 112 Multipower, 112.5 active
 8 Ed    4   9 6d6 RKA, 1/2 end (4), No KB (Lightning Bolt)
 5 Spd  14   6 18d6 Energy Blast, 1/2 end (4), Knockback only (+1)
 8 Rec   -  11 1d6 Rec Drain, 1d6 End Drain, 1d6 Stun Drain, NND, Invis vs Sight,
36 End   -        AOE hex, 1/2 End, Returns 5pts/min Def: Heat life support
33 Stn   -   
      ----  12 Breakfall, Climbing, Sleight of Hand, Stealth 14-
       152   9 Lockpicking 17-
	     6 Paramedics, Security Systems 13-
             3 Streetwise 14-
	     4 English
	     9 Survival: African Plains 14-
	     6 10pt mental defense

               Martial Arts (generic)
             5 Defensive Strike +1 OCV +3 DCV  Strike, 8d6
	     4 Martial Strike   +0     +2      Strike, 10d6
	     5 Offensive Strike -2     +1      Strike, 12d6
	     4 Block            +2     +2      Block, Abort
	     4 Dodge             -     +5      Abort
	     4 Martial Escape   +0     +0      +15 Str vs Grab
            12 3 Martial Damage Classes

	    20 2 Overall levels
          ----
	 + 641 = 793

100+
  5 Distinctive Features (Black Woman w/White Hair & Blue Eyes)
 20 Hunted As Powerful, NCI, 11- (misc mutant haters)
 15 Psyche: Claustrophobe (Uncommon, Totally Useless)
 20 Psyche: CVK
633 exp
---
793

Notes: The Control Environment stuff is from Hero System Almanac 2.
Go buy it.

She can change the weather over the mat at will, within 1024 hexes 
(1.27 miles) in 1 minute, and over a 650 mile radius within 1 day.
The limitations one the EC are: only on Earth, must work within local
weather extremes, sometimes gets out of control (altogether worth
about 1/4).  The SFX on the persistant is that weather slowly reverts
if she is stunned or KO'ed.

The rec/end/stun drain is the dehydration attack she used against 
Magneto in his Antarctic base around issue 113.
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

Wolverine (Logan)

 20 Str 10     8 Regeneration: 1 body/minute
 33 Dex 69     3 Life Support vs Disease
 28 Con 36     2 Life support vs Aging (+1/2 Ages very slowly)
 28 Bod 36   120 3/4 Physical & Energy Damage reduction
 18 Int  8     6 10pts power defense, only vs attacks with chemical SFX
 17 Ego 14     6 10pts mental defense, only vs attacks with chemical SFX
 25 Pre 15     5 Discriminatory Smell
 16 Com  3    10 Tracking Scent
 12 Pd   8    12 +4 w/Per Rolls
 12 Ed   6     8 +4 w/Hearing Per Rolls
  7 Spd 27     6 +3" running
 25 Rec 30     2 +2" leap
 56 End  -     3 +3" swimming
 52 Stn  -     3 Combat Sense 13-
      ----     5 Defensive Maneuver
       262     3 Fast Draw 16-
               3 Light Sleep
	       3 Resistance
              12 Breakfall, Climbing, Lockpicking, Stealth 16-
               6 Interrogation, Streetwise 14-
              12 Concealment, Paramedic, Security Systems, Tracking 13-
	       6 Demolitions, Shadowing, 11-
	       9 +3 w/Shadowing, Stealth, Tracking
	       3 Traveler
	       4 Area Knowlege: Canada, Japan, Germany, Madripoor 11-
	       3 Linguist
	       9 4pts German, Russian, Japanese 
	      74 62pt HKA, Armor Piercing, 0 End, (5d6 w/Str) No KB
		 Martial Arts (Commando, Dirty Infighting, Kenjutsu, Ninjutsu)
               3 Aikido Throw   +0 / +1 Strike, target falls
               4 Boxing Cross   +0 / +2 Strike+2d6
               4 Choke          -2 / +0 Grab, 2d6 NND
               4 Disarm         -1 / +1 +10 Str disarm
               4 Block          +2 / +2 abort, block
               4 Low Blow       -1 / +1 2d6 NND
               4 Kidney Blow    -2 / +0 1/2d6 HKA
               4 Punch          +0 / +2 Strike+2d6
               5 Roundhouse     -2 / +1 Strike+4d6
               3 Martial Throw  +0 / +1 Strike, target falls
               4 Martial Dodge   - / +5 abort
               4 Escape         +0 / +0 +15 Str vs grabs
               3 Take Down      +2 / +1 Strike, both fall
               5 Takeaway       +0 / +0 Grab Weapon; +10 Str
               4 Lightning Stoke +2/ +0 Strike+2d6 (only with swords)
               5 Sacrafice Stroke+1/ -2 Strike+4d6 (only with swords)
               5 Slashing Stroke -2/ +1 Strike+4d6 (only with swords)
	       8 2 Martial Damage Classes
	       2 Weapon Famil: Small Arms
	       2 Weapon Famil: Japanese martial arts weapons
              30 3 Overall skill levels
	      24 3 Combat skill levels
            ----
	   + 473 = 735

100+
 20 Enraged: When takes/does body in combat 8-/8-
  5 Distinctive Features: Easily concealable (short, unusually dense, claw housings)
 10 Psyche Lim: Fears going berserk (uncommon, strong)
  5 Watched: International intelligence agencies
  5 Rival: Scott Summers (Cyclops)
  5 Love: Jean Grey (Marvel Girl)
585 Exp
---
735

Notes: This is the classic Wolverine (skeleton intact)
===============================================================================
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit, 
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM
===============================================================================

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