Syphyn Created by Wily Quixote 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
20 DEX 10 30 20 13- OCV 7 DCV 7
20 CON 10 20 20 13-
20 BODY 10 20 20 13-
20 INT 10 10 20 13- PER Roll 13-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
0 COM 10 -5 0 9-
8 PD 4 4 8 8 PD (0 rPD)
8 ED 4 4 8 8 ED (0 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
10 REC 8 4 10
40 END 40 0 40
50 STUN 40 10 50
6" Running 6 0 6"
2" Swimming 2 0 2"
4"/2"" Leaping 4 0 4" 147 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
EXPERIENCE POINTS
Total earned: 250
Spent: 248
Unspent: 2
Base Points: 200
Disad Points: 150
Total Points: 598
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  120 lbs
Description:
Looks like a very very very very ugly beggar. Seriously, you really DON'T want to know about the ghastly details. He tends to wear large overcloaks and concealing hats, and other attire gleaned from trashcans and victims. As he drains Characteristics from others he becomes increasingly more attractive and his phsyique becomes increasingly closer to perfect; eventually he becomes spectacularly magnificent. However, as the effects of his power fades the cycle reverses itself.

 Syphyn Created by Wily Quixote 
DEFENSES
Type Amount Notes
Physical Defense 8 Current BODY:
Res. Phys. Defense 0 (20)
Energy Defense 8 Current END:
Res. Energy Defense 0 (40)
Mental Defense 5 Current STUN:
Power Defense 1 (50)
STUNTS & FIGHTING STYLE
Absorbo Anti-brick Anti-MA.
Strike from surpise
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+4 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Syphyn Created by Wily Quixote 
SUPERPOWERS!
Cost  Power END
What's Yours Is Mine Multipower
291 Multipower, 182-point reserve, all slots Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (364 Active Points); all slots Extra Time (Delayed Phase, -1/4)
Notes: NOTE: Delayed Phase means that Syphyn can take a normal 1/2 Phase Action at his normal Initiative, but has to wait to use these Powers later in the same Segment at 1/2 Initiative as explained on page 291 of the HERO System 5th Edition Revised Rulebook.
15u   1)   Characteristics Tranfer Transfer 3d6 (All Primary and Secondary Characteristics), Can Transfer Maximum Of 40 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), All Characteristics Simultaneously (+2) (182 Active Points)
Notes: STR to STR, DEX to DEX, etc; Reminder: Negative Adjustments vs Defenses are Halved (PD & ED)
0
15u   2)   Defense Transfer Transfer 3d6 (Armor to Armor, Force Field to Force Field, Damage Resistance to Damage Resistance, Knockback Resistance to Knockback Resistance), Can Transfer Maximum Of 40 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), No Range Modifier (+1/2), from Four Powers simultaneously (+1) (182 Active Points)
Notes: Reminder: Negative Adjustments vs Defenses are Halved
0
15u   3)   Exotic Defense Transfer Transfer 3d6 (Mental Def. to Mental Def. & Power DEF to Power DEF), Can Transfer Maximum Of 40 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), Two Powers Simultaneously (+1/2), Armor Piercing (x2; +1) (182 Active Points)
Notes: Reminder: Negative Adjustments vs Defenses are Halved
0
15u   4)   Movement Transfer Transfer 3d6 (Running to Running, Leaping to Leaping, Swimming to Swimming, Flying to Flying), Can Transfer Maximum Of 40 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Four Powers Simultaneously (+1), Can Apply / Remove Adders (such as Non Combat multiples) (+1) (182 Active Points) 0
23 What You Know I Know Telepathy 3d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (36 points; +3/4) (41 Active Points); Linked (Characteristics Tranfer; -1/2), Does Not Provide Mental Awareness (-1/4)
Notes: When Syphyn Transfers INT from a target, he also gains the same level of Telepathic contact with them. Don't bother to roll the dice; just use the same level of effect. Assume he is always going for Surface Thoughts (EGO +10); he gets short term memory and can "think like" the target well enough to get the equivalent of surface thoughts.
0
Transfer Placeholders (See Powers Text)
1   1)   Flight 1" (2 Active Points) 1
1   2)   Mental Defense (5 points total) 0
1   3)   Power Defense (1 points) 0
1   4)   Knockback Resistance -1" (2 Active Points) 0
1   5)   Force Field (1 PD/1 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (3 Active Points) 0
2   6)   Armor (1 PD/1 ED), Hardened (+1/4) (4 Active Points) 0
1   7)   Damage Resistance () (Placeholder) (2 Active Points) 0
382 Total Powers Cost

 Syphyn Created by Wily Quixote 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
20 +4 with HTH Combat
2 CK: Millenium City Sewers 11-
3 CK: Millenium City Slums 12-
3 Climbing 13-
3 Concealment 13-
3 Stealth 13-
3 Streetwise 13-
37 Total Skills Cost
PERKS
Cost  Name
4 Street Orphan: Anonymity
15 Streetcrime Hookups: Contact (Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
3 A do-anything-for-money thug: Reputation (A medium-sized group) 11-, +3/+3d6
22 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
1 Always remembers how he got there: Bump Of Direction (3 Active Points); Only for backtracking his own path (-1)
4 Streets, alleys, and sewers of the city: Environmental Movement
10 Total Talents Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
10 Distinctive Features: Detects as a Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
20 Distinctive Features: Grotesquely Hideous (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Enraged: If teased about appearance (Uncommon), go 14-, recover 8-
5 Money: Poor
20 Normal Characteristic Maxima
15 Psychological Limitation: Hates beautiful people, especially men (Common, Strong)
25 Psychological Limitation: Unscrupulous, Morally and Ethically bankrupt (Very Common, Total)
15 Social Limitation: Grotesquely hideous mutant (Very Frequently, Major, Not Limiting In Some Cultures)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Tranfers (Uncommon)
150 Total Disadvantages Cost

 Syphyn Created by Wily Quixote 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 6" Hair: Brown
Weight: 120 lbs Eyes: Brown
Looks like a very very very very ugly beggar. Seriously, you really DON'T want to know about the ghastly details. He tends to wear large overcloaks and concealing hats, and other attire gleaned from trashcans and victims. As he drains Characteristics from others he becomes increasingly more attractive and his phsyique becomes increasingly closer to perfect; eventually he becomes spectacularly magnificent. However, as the effects of his power fades the cycle reverses itself.
PERSONALITY & MOTIVATION
Raymond is only out for himself. He wants money and power and lots of it. He's tired of having nothing and being treated like scum. He will do anything to get power and recognition but his street-bred smarts tell him that he has to start out slow and feel his way into the superhero world. Raymond intends to use his power to make a place for himself in this world and he does not care who has to suffer for it.
CATCH PHRASE(S)
"Why don't ya jus gimme wha ya gots and maybes I won hurts ya much. {CRUNCH} Well, maybe jus a little bit."
POWERS & SPECIAL EFFECTS
Raymond is a mutant parasite that is able to drain others to become better in practically all ways. As his victim grows weaker, Syphyn grows stronger, and the effect lasts for quite a while. He is also able to drain enough essense from others to kill a person of normal physiology (20 BODY or less), though if he uses his ability on several people at once the lethality drops sharply as there is a definite and finite limit to how much he can take at once.

When Raymond drains a victim's intelligence, he also usually gets short term memories and understands how the person thinks well enough to get the equivalent of Surface Thoughts from the victim. However this is not a true Mental Power and does not afford Syphyn any special mental awareness; on the other hand it is not detectable by mentalists either.

The list of "Transfer Placeholder" Powers are Powers that Syphyn cannot normally use, but if he Transfers from someone else that has these Powers using the appropriate Transfer ability, they become available to him.

Raymond is very vulnerable, in fact is essentially normal, until he manages to Transfer something from a victim. Thus he will usually try to initially strike from suprise and starts off with a Characteristics Transfer. Once he has powered up he will start using his other Transfer Powers tactically; draining defenses from those that obviously have good defenses, and movement from those that have good movement, and so forth. Fortunately, his power is easy to use; he needs only the barest touch to activate it (AoE 1 Hex Accurate), so he can usually affect even those supers that are otherwise difficult to hit.

However, Raymond has a deep seated irrational hatred of highly attractive people, and this will often get the better of him leading him to single them out even if another victim would make better tactical sense.

If Syphyn is not powerful enough for your campaign make him more of a true power thief with some sort of Mimic Variable Power Pool. If he is too powerful for your campaign some combination of lowering his base characteristics, remove all of his "placeholder" abilities, remove the Characteristics Transfer from the Multipower Pool, and dropping the Multipower Pool and all of the other Transfers with it should do the trick.

 Syphyn Created by Wily Quixote 
ORIGIN
Raymond is one of those poor unfortunate souls who the world just might owe something to. He was literally abandoned as a baby in an alley dumpster in Detroit by his teenage mother. He was found by a bag lady named Granny Gums (because she had no teeth), and his childhood under her care was nothing short of miserable. Granny was anything but loving to the wretched child; she used and abused Raymond in one scheme after another to get whatever she could, keeping him frightened of contact with others and convinced she was his only saviour.

As Raymond got older Granny taught him things as necessry for him to better serve her crackpot plots, and he never forgot anything he was shown or told. It was as if his brain seemed to absorb information like a sponge. When he hit puberty his mutation came into full bloom and he discovered that he could do more then just absorb information; he could literally absorb nearly anything he wanted from someone else.

What he absorbed from people would fade back to them after only a few minutes, but Raymond could take it right back as often as he wanted. Raymond eventually realized he no longer needed Granny to survive and killed her by sucking her life energy like a milkshake thru a straw, which is how he learned that his power could even be used to kill vs. those of normal constituition.

With only himself to worry about and provide for, Syphyn's lot in life has been on the upswing since he snuffed out Granny Gums, and a long string of unpleasant low-level criminal jobs earned him considerable street clout within his native North Detroit and eventually the Greater Millennium City Metropolitan Area. Eventually he had earned enough of a rep to draw the attention of bigger players, and was eventually offered work by a firm called Enforcers Inc. Syphyn isn't worldly enough to understand how big they are, but he does know that most of the local heavies are wary of the company and that's good enough for him. He has performed well enough to earn a preferential engagment with the firm, but his irrational unwillingness to leave the Mill City environs holds him back from broader horizons.

Enforcers Inc usually offers him contracts as a hit man, and general go-to guy for unpleasant but necessary jobs. He lacks compunction, and thats always useful to an organization like the Enforcers...
Character created with Hero Designer (version 2006053109)