Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
20	DEX	30	13-	OCV:  7/DCV:  7
15	CON	10	12-
15	BODY	10	12-
15	INT	5	12-	PER Roll 12-
10	EGO	0	11-	ECV:  3
18	PRE	8	13-	PRE Attack:  3 1/2d6
20	COM	5	13-

10	PD	7		Total:  10 PD (0 rPD)
15	ED	12		Total:  15 ED (0 rED)
5	SPD	20		Phases:  3, 5, 8, 10, 12
10	REC	8
60	END	15
31	STUN	0		Total Characteristics Cost:  135

Movement:	Running:	6"/12"
		Leaping:	3"/6"
		Swimming:	2"/4"

Cost	Powers & Skills
89	Neon Gas Cloud:  RKA 1d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), 
	Uncontrolled (+1/2), NND (is Life Support [Self-Contained Breathing]; +1), Does BODY (+1), 
	Area Of Effect (8" Radius; +1), Continuous (+1); No Range (-1/2) plus Darkness to Sight 
	Group 3" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2); Linked (RKA; -1/2),
	No Range (-1/2)
36	Energy Discharge:  EB 6d6, Reduced Endurance (0 END; +1/2); Limited Range (9"; -1/4)
30	Find Weakness 15- with Energy Discharge
45	Cybernetic Implants:  LS  (Eating: Character does not eat; Immunity All terrestrial poisons 
	and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in 
	High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in 
	Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

20	Danger Sense (self only, in combat, Function as a Sense) 15-

6	CK: Liverpool 15-
3	Lockpicking 13-
5	PS: Musician (Guitar) 15-
3	Sleight Of Hand 13-
3	Stealth 13-
3	Streetwise 13-

Total Powers & Skill Cost:  243
Total Cost:  378

200+	Disadvantages
20	Hunted:  Dr. Destroyer 8- (Mo Pow, NCI, Harshly Punish)
5	Hunted:  London Watch 8- (As Pow, Limited Geographical Area, Capture)
0	Hunted:  Mystery's Mob 8- (Less Pow, Limited Geographical Area, Harshly Punish)
10	Hunted:  Scotland Yard 11- (Less Pow, NCI, Limited Geographical Area, Capture)
20	Psychological Limitation:  Coward (Very Common, Strong)
20	Psychological Limitation:  Paranoid (Very Common, Strong)
10	Psychological Limitation:  Prankster (Common, Moderate)
10	Reputation:  Member of Argent Anarky, 11-
15	Social Limitation:  Public ID (Frequently, Major)
30	Vulnerability:  2 x STUN Energy Blast (Very Common)
38	Experience Points

378	Total Disadvantage Points

Designer's Notes:

1) Neon's STUN figures out at 31 (if you round in his favor), not 30.

2) Neon's RKA gas cloud was extensively rewritten to make it work properly under 5th Edition rules. The Advantage of "Does BODY" was added for starters, as well as the Advantage of "Uncontrolled" (so it would affect people without requiring an attack action or roll from Neon). The previous edit used the Advantage of "Mobile" (seen in Fantasy Hero) so that the cloud would move with Neon and "sweep" over the ground as it goes, but apparently you can't have a Mobile, No Range attack (as per HERO Designer).

3) Neon's Darkness rewritten to make the cloud work as described in the text. As the rules state a Darkness field created on yourself moves when you move, the "Mobile" advantage was not needed (thus explaining why Mobile is not needed for the RKA). Both versions of the gas cloud were given the "No Range" Limitation because, as near as I can tell, the cloud centers on Neon at all times. Also note the added "Linked" Limitation, as the Darkness power can only be used when the full gas cloud is in effect.

4) Neon's Energy Blast can only hit people in the gas cloud. I removed the old "Only Works In Gas Cloud" (-1/2) Limitation and replaced it with "Limited Range" with the 9" range equal to the radius of the cloud in the first place.

5) Removed Neon's Distinctive Features. If Halfjack (VIPER) doesn't get Distinctive Features, then Neon sure doesn't.

6) Configured all Hunteds realistically. There is no way being hunted by Mystery's Mob on an 8- is worth 20 points! (This made Mystery's Mob as powerful a hunted as Dr. Destroyer!)

7) Neon is vulnerable to Energy Blasts. As most super hero characters have an Energy Blast, I upped the frequency to "Very Common." I won't waste time here going into Vulnerability to game mechanics as opposed to special effects....

8) The original version of Neon cost 393 points. He now costs 378, a 15-point savings. The use of the "No Range" and "Linked" Limitations seems to have helped there, as the original version spent 123 points on those two powers alone.

9) Assessment: Why does a greasy-haired, acne-scarred individual have a 20 COM? And if all of your powers are 0 Endurance, why the 60 END? And let's not get into how neon is a colorless gas, and while lethal to breathe (You're not getting any air if you're trying to breathe in a lungful of neon gas!), its not going to be blinding anyone anytime soon. I also question the need for Neon to buy Personal Immunity on his RKA, he already has Full Life Support.

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