Ing  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
17 DEX 10 21 17 12- OCV 6 DCV 6
18 CON 10 16 18 13-
13 BODY 10 6 13 12-
25 INT 10 20 25 14- PER Roll 14-/16-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
5 PD 4 1 5/15 5/15 PD (0/10 rPD)
5 ED 4 1 5/15 5/15 ED (0/10 rED)
4 SPD 2.7 13 4 Phases: 3, 6, 9, 12
8 REC 8 0 8
36 END 36 0 36
35 STUN 31 4 35
7" Running 6 2 7"
2" Swimming 2 0 2"
4 1/2"/2"" Leaping 4 1 4 1/2" 126 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4 1/2"
V. Leap (2") 2"
Flight 15" [120" NC]
Teleport 0"/20" [0"/40" NC]
Tunneling 0"/1" [0"/2" NC]
EXPERIENCE POINTS
Total earned: 590
Spent: 589
Unspent: 1
Base Points: 200
Disad Points: 110
Total Points: 899
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 4"
Weight:  220 lbs
Description:
Ing is a large, well built man, apparantly middle aged, with a strong jaw. He wears an armored costume patterned strongly after the German black, red, and gold tricolor, with a sturdy helmet and face concealing goggles. He has a load-bearing harness and utility belt festooned with gadgets and pockets, and carries a flight pack on his back. He carries a strange looking pistol, and has raised knuckles on his gloves that hint at some kind of brass-knuckles style insert. He also has an inconspicuous bulge on his left wrist under his costume that might conceal a gadget as well. He sometimes wears a rebreather mask that attaches to the helmet and neck of his armor to create an air-proof seal, which also conceals his face completely and leaves him with no exposed skin.

Ing has a scrambled voice that disguises the timbre and pitch of his voice, but not his accent.

 Ing  
DEFENSES
Type Amount Notes
Physical Defense 5/15 Current BODY:
Res. Phys. Defense 0/10 (13)
Energy Defense 5/15 Current END:
Res. Energy Defense 0/10 (36)
Mental Defense 20 Current STUN:
Power Defense 0 (35)
STUNTS & FIGHTING STYLE
Master "Thief" Style Villain
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+3 Overall
+4 vs Concealment Modifier with All Attacks
+4 vs Range Modifier with All Attacks
+3 DECV versus all Mental Powers and attacks
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

 Ing  
SUPERPOWERS!
Cost  Power END
Basic Equipment
25   1)   Combat Armor With Helmet:  Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (Armor & Helmet; -1/2) 0
35   2)   Flight Harness:  Flight 15", x8 Noncombat, Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Restrainable (-1/2), OIF Durable (Jetpack; -1/2) 0
7   3)   Surface Cohesion Boots:  Clinging (normal STR) (10 Active Points); OIF Durable (-1/2) 0
83   4)   Variable Modulation Pistol:  EB 10d6 (vs. ED), Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (125 Active Points); OIF (Pistol; -1/2) 0
6   5)   Voice Scrambler:  Shape Shift (Hearing Group), Reduced Endurance (0 END; +1/2) (7 Active Points); IIF (Voicebox Scrambler; -1/4) 0
22   6)   Wrist Shield:  Force Field (10 PD/10 ED) (Not Included In Defense Totals), Reduced Endurance (0 END; +1/2), IPE (Fully Invisible; +1) (50 Active Points); Activation Roll 13- (-3/4), OIF (Wrist Shield Generator; -1/2) 0
Goggles
2   1)   Clock:  Absolute Time Sense (3 Active Points); IIF (Goggles; -1/4)
2   2)   Compass:  Bump Of Direction (3 Active Points); IIF (Goggles; -1/4)
4   3)   Integrated PDA:  Eidetic Memory (5 Active Points); IIF (Goggles; -1/4)
3   4)   Optics:  +2 PER with Sight Group; OIF (Goggles; -1/2) 0
4   5)   Optics:  +4 versus Range Modifier for Sight Group; OIF (Goggles; -1/2) 0
8   6)   Optics:  +4 vs Concealment Modifier with All Attacks
8   7)   Optics:  +4 vs Range Modifier with All Attacks
24   8)   Optics:  Find Weakness 11- with All Attacks (30 Active Points); IIF (Goggles; -1/4) 0
3   9)   Optics:  Infrared Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2) 0
3   10)   Optics:  Nightvision (5 Active Points); OIF (Goggles; -1/2) 0
3   11)   Optics:  UV Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2) 0
2   12)   Rangefinder:  Absolute Range Sense (3 Active Points); IIF (Goggles; -1/4)
4   13)   Rapidity Frame Compression Compensator:  Rapid ( x10) with Sight Group (5 Active Points); IIF (Goggles; -1/4) 0
13   14)   Self Polarizing:  Sight Group Flash Defense (10 points), Resistant, Hardened (+1/4) (19 Active Points); OIF (Goggles; -1/2) 0
21   15)   Subspectral Scanner:  Spatial Awareness (Sight Group), Discriminatory, Analyze (32 Active Points); OIF (Goggles; -1/2) 0
Helmet
6   1)   Attachable Rebreather:  Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing) (12 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), OIF (Attachable Rebreather; -1/2) 0
15   2)   Command Comms:  Radio Perception/Transmission (Radio Group), +1 to PER Roll, Concealed (-3 with Radio Perception/Transmission PER Rolls), Discriminatory (19 Active Points); IIF (Helmet; -1/4) 0
4   3)   Hearing Protection:  Hearing Group Flash Defense (5 points) (5 Active Points); IIF (Helmet; -1/4) 0
4   4)   Hidden Recording Apparatus:  Eidetic Memory (5 Active Points); IIF (Helmet; -1/4)
12   5)   Psi Shielder:  +3 DECV versus all Mental Powers and attacks
26   6)   Psi Shielder:  MD (20 points total) (Resistant), Hardened (+1/4) (33 Active Points); IIF (Helmet; -1/4) 0
4   7)   Shielded Comms:  Radio Group Flash Defense (5 points) (5 Active Points); IIF (Helmet; -1/4) 0
Devices Multipower
40 Multipower, 60-point reserve, Requires A Fast Draw Skill Roll (No Active Point penalty to Skill Roll; Only To Change Slots; +0) (60 Active Points); Side Effects (Takes 1/2 Phase To Change Slots If RSR: Fast Draw Failed; -1/4); all slots IIF (Gadget; -1/4)
2u   1)   Demolitions -- Shaped Charge:  Killing Attack - Ranged 2d6 (vs. ED), Time Delay (+1/4), Semi-Armor Piercing (+1/4), AOE (One Hex; +1/2) (60 Active Points); 3 Charges (-1 1/4), IIF (Gadget; -1/4) [3]
2u   2)   Demolitions -- Wallcutter:  Tunneling 1" through 19 DEF material (59 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 4 Charges (-1), OIF (-1/2) [4]
5u   3)   Gizmo -- Dimensional Shifter:  Teleportation 20", Reduced Endurance (0 END; +1/2) (60 Active Points); IIF (Gadget; -1/4) 0
4u   4)   Gizmo -- Flare Gun:  Sight Group Images Increased Size (32" radius; +1 1/4), + 5 to PER Rolls, 3 Continuing Charges lasting 20 Minutes each (+0) (56 Active Points); IIF (Gadget; -1/4) [3 cc]
4u   5)   Gizmo -- Spring Blade:  Killing Attack - Hand-To-Hand 3d6-1 (4d6 - 1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (60 Active Points); No Knockback (-1/4), IIF (Gadget; -1/4) 0
3u   6)   Gizmo -- Stun Knuckles:  Hand-To-Hand Attack +6d6, No Normal Defense ([Extraordinarily Common Defense]; Make A Con Roll; +1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0
2u   7)   Grenade -- Caltrops:  Change Environment 1" radius, +10 Points of Damage, Long-Lasting 1 Hour (60 Active Points); 3 Charges (-1 1/4), Only When In Contact With The Ground (-1/4), Can Be Missile Deflected (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4) [3]
4u   8)   Grenade -- Concussion:  Energy Blast 4d6+1 (vs. NND (LS: High Pressure)), 16 Charges (+0), Can Be Missile Deflected (+0), Explosion (-1 DC/2"; +3/4), NND ([Standard]; Life Support: High Pressure; +1) (60 Active Points); Range Based On Strength (-1/4), IIF (Gadget; -1/4) [16]
2u   9)   Grenade -- Explosion:  Energy Blast 8d6 (vs. ED), Can Be Missile Deflected (+0), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Range Based On Strength (-1/4), IIF (Gadget; -1/4) [3]
3u   10)   Grenade -- Force Screen Generator:  Force Wall (9 PD/9 ED; 2" long and 1" tall), 8 Continuing Charges lasting 1 Turn each (+0), Hardened (+1/4) (59 Active Points); Restricted Shape (Dome) (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4) [8 cc]
2u   11)   Grenade -- Frag:  RKA 3d6-1 (vs. ED), Can Be Missile Deflected (+0), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4) [3]
3u   12)   Grenade -- Ground Slick:  Change Environment 1" radius, -3 DCV, -3 DEX Roll and all Skill Rolls based on DEX, -3" of Leaping, -3" of Running, Long-Lasting 20 Minutes, Multiple Combat Effects, 16 Charges (+0) (57 Active Points); Range Based On STR (-1/4), Can Be Missile Deflected (-1/4), IIF (Gadget; -1/4) [16]
3u   13)   Grenade -- Jammer:  Darkness to Radio Group 8" radius, 4 Continuing Charges lasting 20 Minutes each (+1/4), Personal Immunity (+1/4) (60 Active Points); Can Be Missile Deflected (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4) [4 cc]
3u   14)   Grenade -- Smoker:  Darkness to Sight Group 4" radius, 12 Continuing Charges lasting 1 Minute each (+1/2) (60 Active Points); Can Be Missile Deflected (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4) [12 cc]
3u   15)   Grenade -- Willie Peter:  Energy Blast 4d6 (vs. EB), Can Be Missile Deflected (+0), Explosion (+1/2), Sticky (+1/2), Continuous (+1) (60 Active Points); Range Based On Strength (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), IIF (Gadget; -1/4) [6 cc]
Kit Bash / Items Of Convenience Variable Power Pool
99 Variable Power Pool (Gadget Pool), 75 base + 24 control cost, No Penalty To Inventor Skill Roll (+1/2) (130 Active Points); Must Have Parts / Items Available (-1/2), Slightly Limited (Gadgets; -1/4); all slots OIF (All Slots Must Have Focus For At Least -1/2; -1/2)
Notes: Whatever "Gadget" The Plot Requires Or Provides
537 Total Powers Cost

 Ing  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
30 +3 Overall
10 AK: Every Area He Reasonably Could Have Been To (INT-based) 21-
3 Breakfall 12-
3 Bugging 14-
3 Bureaucratics 13-
10 CK: Every City He Reasonably Could Have Been To (INT-based) 21-
3 Combat Driving 12-
3 Combat Piloting 12-
3 Computer Programming 14-
3 Concealment 14-
3 Conversation 13-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Electronics 14-
7 Fast Draw 14-
3 Interrogation 13-
3 Inventor 14-
10 KS: Everything He Should Reasonably Know (INT-based) 21-
3 Language: English (German is Native) (completely fluent)
3 Lockpicking 12-
3 Mechanics 14-
3 PS: Engineer (INT-based) 14-
3 PS: Industrial Saboteur / Espionage Expert (INT-based) 14-
3 Parachuting 12-
3 Paramedics 14-
3 SS: Engineering (INT-based) 14-
10 SS: Every Science He Should Reasonably Know (INT-based) 21-
3 Systems Operation 14-
3 Tactics 14-
3 Weaponsmith 14-
3 Wheeling & Dealing 13-
155 Total Skills Cost
PERKS
Cost  Name
5 Anonymity
5 Computer Link
5 GMs Vault
46 Hover Van
Notes: Hover Van
7 Money: Wealthy
1 Reputation: Very Resourceful Super Mercenary (A small to medium sized group) 14-, +1/+1d6
69 Total Perks Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED) (Not Included In Defense Totals)
12 Total Talents Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
75 GM's Vault
20 Normal Characteristic Maxima
15 Soc. Lim.: Secret ID (Occasionally, Severe)
110 Total Disadvantages Cost

 Ing  
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 4" Hair: Brown
Weight: 220 lbs Eyes: Brown
Ing is a large, well built man, apparantly middle aged, with a strong jaw. He wears an armored costume patterned strongly after the German black, red, and gold tricolor, with a sturdy helmet and face concealing goggles. He has a load-bearing harness and utility belt festooned with gadgets and pockets, and carries a flight pack on his back. He carries a strange looking pistol, and has raised knuckles on his gloves that hint at some kind of brass-knuckles style insert. He also has an inconspicuous bulge on his left wrist under his costume that might conceal a gadget as well. He sometimes wears a rebreather mask that attaches to the helmet and neck of his armor to create an air-proof seal, which also conceals his face completely and leaves him with no exposed skin.

Ing has a scrambled voice that disguises the timbre and pitch of his voice, but not his accent.
PERSONALITY & MOTIVATION
Nothing is publicly known about Ing as of yet. He maintains his anonymity very carefully and limits interaction with others to a bare minimum.
CATCH PHRASE(S)
"Ve haff vhat ve vant from this facility; ve shall depart now, ja?"
POWERS & SPECIAL EFFECTS
Ing appears to be a very competant gadgeteer and technologist, armed with a broad array of gizmos, grenades, demolition materials, an advanced variable setting gun, decent body armor, sophisticated sensory enhancers, a jet pack, and who knows what else. He's also capable of utilizing picked up items, modifying existing technology to suit a particular need, and of making items ahead of time for some specific purpose. He also has an advanced and very durable hover van that he uses on some but not all of his jobs.

 Ing  
ORIGIN
The career of the industrial saboteur and espionage specialist called Ing has been short but eventful. PRIMUS and UNTIL databanks have no references to him prior to 2003, but in 2004 a string of sabotages and data thefts targeting high tech, infrastructure, military contractors, and other "hard" industry facilities started to be linked together as having as single perpetrator in common. Finally in late 2004 a brief image on a hidden security camera at a targeted facility gave the first lead as to who was responsible. Some digging and tapping of criminal informants came up with a name to attach to the picture...Ing, a mysterious agent for hire. Who he's working for is unknown, as is where he came from. The only thing notable about him is that he speaks German and wears a suit patterened after the German flag. Other than that...nothing.

As word spread companies across the US, Canada, and the European Union stepped up security, and Ing had several run ins with security forces, against whom he used a broad array of effective gadgets to befuddle and defeat. Superheroes began to get involved and Ing narrowly escaped capture on a few occasions around the country, though he proved he could contest with supers directly if he needed to one or two at a time. However three or more supers were a bit much and after a very close encounter with the Southern Justice superteam in Atlanta Ing apparantly responded to this eventuality by recruiting a few supers of his own, forming a new "supervillain" group of sorts called...the Violators!

First he hired on the former Arena fighter and competant super thug Fracas, followed by the famous "Dallas Dozer-boy" who had made national news by injuring dozens of kids and faculty at his high school when his mutant powers manifested for the first time. There have also been reports of the group sometimes being accompanied by a shadowy costumed female of unknown name and abilities. The Violators have been very successful, easily more than almost any security force can handle and many superheroes have found them too capable to stop as well. Ing may very well recruit more members as opportunity presents itself.
Character created with Hero Designer (version 2006111006)