Characteristics & Appearance Page
Character Name: Legend
Alternate Identities: Jack Westlake
Player Name:
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
24 DEX 10 42 24 14- OCV 8 DCV 8
40 CON 10 60 40 17-
20 BODY 10 20 20 13-
18 INT 10 8 18 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
20 COM 10 5 20 13-
5 PD 5 0 5/20 5/20 PD (0/15 rPD)
8 ED 8 0 8/20 8/20 ED (0/12 rED)
4 SPD 3.4 6 4 Phases: 3, 6, 9, 12
15 REC 13 4 15
80 END 80 0 80
55 STUN 53 2 55
10" Running 6 8 10"
2" Swimming 2 0 2"
5"/2 1/2"" Leaping 5 0 5" 190 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 71
Spent: 71
Unspent: 0
Base Points: 250
Disad Points: 125
Total Points: 446
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
Teleport 34" [38" NC]
APPEARANCE
Hair Color: Brown
Eye Color: Sapphire
Height: 6' 1"
Weight: 216 lbs
Description:

Combat Information Page
Character Name: Legend
Alternate Identities: Jack Westlake
Player Name:
DEFENSES
Type Amount Notes
Physical Defense 5/20 Current BODY:
Res. Phys. Defense 0/15 (20)
Energy Defense 8/20 Current END:
Res. Energy Defense 0/12 (80)
Mental Defense 16 Current STUN:
Power Defense 13 (55)
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +3 Overall , +6 with Ranged Combat (30 Active Points); OCV Only (-1), Costs Endurance (Only Costs END to Activate; -1/4)
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

Powers & Equipment Page
Character Name: Legend
Alternate Identities: Jack Westlake
Player Name:
POWERS
Cost  Power END
5 Lighter Than Air: DH24 HeroGlyphs Alterable Modes of Movement (Can Be Used For Flying; +1/4) for up to 20 Active Points of Base Running (5 Active Points)1
6 Speed of the Messenger: MegaScale (1" = 1 km; +1/4) for up to 25 Active Points of Running (6 Active Points)1
5 Recall Anchor: Teleportation: Floating Fixed Location (1 Locations)0
24 Legendary Body I: Elemental Control, 60-point powers, (30 Active Points); all slots Visible (Intense Magical Aura; -1/4)
10
1) To Draw Upon The Very Power Of The Earth Itself!: Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Visible (Intense Magical Aura; -1/4)
0
17
2) Eyes of Perfect Clarity: (Total: 64 Active Cost, 35 Real Cost) N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (Intense Magical Aura; -1/4) (Real Cost: 7) plus Nightvision (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (Intense Magical Aura; -1/4) (Real Cost: 3) plus Detect Magic and the Supernatural and And Metahuman Powers 13- (Sight Group) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (Intense Magical Aura; -1/4) (Real Cost: 7) plus +6 versus Range Modifier for Sight Group (9 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (Intense Magical Aura; -1/4) (Real Cost: 6) plus +6 with Ranged Combat (30 Active Points); OCV Only (-1), Costs Endurance (Only Costs END to Activate; -1/4), Visible (Intense Magical Aura; -1/4) (Real Cost: 12)
7
25
3) Aura of Protection: Force Field (15 PD/12 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (61 Active Points); Visible (Intense Magical Aura; -1/4)
0
Legendary Body II, all slots Drained As If In Legendary Body EC (-1/4)
12
1) I Have Within Me Blood of Kings: Life Support (Eating Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) (15 Active Points); Drained As If In Legendary Body EC (-1/4)
0
8
2) Will Of Iron II: Power Defense (10 points) (10 Active Points); Drained As If In Legendary Body EC (-1/4)
0
8
3) Will of Iron: Mental Defense (16 points total) (10 Active Points); Drained As If In Legendary Body EC (-1/4)
0
15
4) Shield of the Weak: Force Field (3 PD/3 ED/3 Mental Defense/3 Power Defense), Usable By Other (+1/4), Does Not Require LOS to Maintain (+1/2), Reduced Endurance (0 END; +1/2), Ranged (+1/2), Invisible to Hearing, and Sight Groups (Visible to Magic Sense; +3/4) (42 Active Points); Only vs Magic (-1), Others Only (-1/2), Drained As If In Legendary Body EC (-1/4)
0
37 Legendary Powers Far Beyond Those of Mortal Men: Multipower, 75-point reserve, (75 Active Points); all slots Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
3u
1) Omnipresent and Ever Vigilant: Teleportation 30", No Relative Velocity, Position Shift (75 Active Points); Increased Endurance Cost (x2 END; -1/2), Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
14
3u
2) Opener Of The Way: Teleportation 4", x4 Increased Mass, Usable By Other (+1/4), Safe Blind Teleport (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (72 Active Points); Gate Power loses about a third of its effectiveness (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
14
2u
3) Strength of Ten Men: Succor STR 15d6 (standard effect: 45 points) (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; 1d6 DRAIN vs END Delayed FADE 5/20 Minutes When Effect Begins; -1), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
14
1u
4) Imbue Other: Healing Any Characteristic 3d6, any Characteristic one at a time (+1/4) (37 Active Points); Gradual Effect (1 Minute; -1/2), Concentration (0 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
Notes: May not heal lost END
8
1u
5) Imbue Other: Major Transform 1d6 (Sick Person into Well Person, "healed" by re-infection) (15 Active Points); Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
2
2u
6) Entrap Mystic: Entangle 4d6, 5 DEF (Stops A Given Sense Group Sight Group, Stops A Given Sense Magic Sense), Takes No Damage From Attacks Limited Group (Magic Attacks; +1/4) (75 Active Points); Only Vs Magic Users/Mystics (-2), Increased Endurance Cost (x2 END; -1/2), Cannot Form Barriers (-1/4), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
14
4u
7) Blazing Eyes of Divine Fire: Energy Blast 15d6 (vs. ED) (75 Active Points); Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
14
3u
8) Focused Force: Hand-To-Hand Attack +15d6 (75 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
Notes: May add up to 25 pts of STR, 20d6 Attack w/ STR
14
3u
9) Variable Force: Hand-To-Hand Attack +5d6, Variable Advantage (+1 Advantages; +2) (75 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
Notes: May add up to 25 pts of STR, 10d6 Attack w/ STR
14
4u
10) Breath of Truth: Dispel 12 1/2d6, any Magic power one at a time (+1/4), Cumulative (150 points; +3/4) (75 Active Points); Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
14
2u
11) To Stand Unharmed at the Heart of a Star: Desolidification (affected by Magic) (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible (Intense Magical Aura; -1/4), Drained As If In Legendary Body EC (-1/4)
8
200 Total Powers Cost

Skills, Perks, Talents & Disadvantages Page
Character Name: Legend
Alternate Identities: Jack Westlake
Player Name:
SKILLS
Cost  Name
30 Magically Aware: +3 Overall
3 Analyze: Magic 13-
3 Persuasion 13-
3 Scholar
1
1) KS: Federal Law (2 Active Points) 11-
1
2) KS: Federal Police Procedures (2 Active Points) 11-
1
3) KS: Metahuman Powers (2 Active Points) 11-
1
4) KS: Occult History (2 Active Points) 11-
1
5) KS: Planar, Arcane, Occult Lore (2 Active Points) 11-
1
6) KS: Super Villains (2 Active Points) 11-
1
7) KS: Supernatural Creatures (2 Active Points) 11-
1
8) KS: The Mystic World (2 Active Points) 11-
1
9) KS: The Superhuman World (2 Active Points) 11-
48 Total Skills Cost
PERKS
Cost  Name
3 Fringe Benefit: Federal/National Police Powers
2 Reputation: The Legend, Superhero Mystic and Healer (A large group) 11-, +1/+1d6
5 Total Perks Cost
TALENTS
Cost  Name
3 Bump Of Direction
3 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Mystical Aura, Divine Magic (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Social Limitation: Public Identity Frequently (11-), Major
10 Reputation: Magical Metahuman Demon Fighter, 11-
Notes: Enemy of Nefarious Arcane Types
15 Psychological Limitation: Protect the Weak Against the Evil Strong (Common, Strong)
15 Psychological Limitation: Speak The Truth and Act With Honor, Deception Is For Lesser Men (Very Common, Moderate)
15 Psychological Limitation: Turn Not Away From Evil, Nor From A Worthy Cause (Common, Strong)
25 Hunted: Demon 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: The Trismegistus Council 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
125 Total Disadvantages Cost

Background Page
Character Name: Legend
Alternate Identities: Jack Westlake
Player Name:
BACKGROUND
Height: 6' 1" Hair: Brown
Weight: 216 lbs Eyes: Sapphire
Appearance: 
Personality: Jack Westlake is surprisingly cheerful, friendly, reverent, kind, and not nearly as mad as people might expect. His childhood was not easy, and his apprenticeship under The Master was often painful. Still, growing up within the Circle taught Jack more of the world of magic than most men would ever know, and gave him hints as to the truth behind his own powers. He lives by a heroic code that seems to be part of him at almost a genetic level. He does not lie, steal, break his freely given word, or turn his back on those in need. When not using his powers to fight mystical threats, he heals those he can at free clinics and in those emergency rooms where his help will be accepted (though experience with those on whom his powers simply will not work distresses him unutterably). He will not accept payment for his services as a healer, but does earn a reasonable living from rewards for those criminals he is able to capture and from using his powers to perform contract services. Jack does not maintain a secret identity, as his almost compulsive honesty would make such a thing impossible. Rather than attempt to lie, Jack will simply remain silent when pressed on issues about which he does not wish to speak.
Quote:“It is time for you to make a choice.” “That was not the right choice.” “You’re welcome. I’m glad I could help.”
Background: Gwen Westlake rocked, and wept, the infant cradled to her breast. Arthur spoke to her, desperate, angry, half-mad.

“Gwen, please, give me the baby.”

“He wants his mommy Arthur! He wants his mommy!” The pain in Gwen’s voice cut into her husband. He held out his arms, trying, gently, to take the body of his dead child from her.

Time seemed to stop.

In a place on no map drawn by human hand, a being out of legend looked down upon his half-mortal son. The child’s mother had not survived, and no child of mortal woman born could hope to thrive in this place. The being reached out, and found a single teardrop moment of time. He placed his son within the tear, and let him fall away.

Time rushed forward, and in Arthur’s arms the child opened wide sapphire eyes and began to wail.

Five years later, in Central Park, NY, an old Japanese man gently held the shoulders of a perfect young boy, and looked into strange sapphire eyes. The old man spoke to the boy’s father.

“Who told you of us?”

“We … we didn’t know what to do. Jack is a wonderful child, but we can’t control him! He’s so strong, and he can do things that no one should be able to do. I read about you, and I begged until I got a meeting with the Sentinels. They told me how to find you. Please, can you help?”

The old man smiled. “I will teach your son.”

Twenty years later, in an alleyway in Haven, Ohio, a woman screamed. The Demon-Bound smiled wide. It loved to hear them scream. It moved forward, treasuring the terror in the woman’s eyes. It was surprised when hands, iron hard, grabbed its bat-like wings, and more surprised when they were torn away. The Demon-Bound’s last sight was a pair of sapphire eyes and a flash of white-hot fire.

Two years ago a young mother sat with her daughter, smiling, as the news showed a glowing man fighting a monster. Her daughter could not take her eyes from the screen.

“Is that him? Is that the Legend?”

“Yes honey, yes it is.”

“Tell me again. Tell me how he saved you.”
Since his debut as a Hero, Legend has served as an agent of both The Circle and the Council, as well as seeking out and opposing Supernatural Evil on his own. Both Demon and The Crowns of Krym have become regular opponents.
Powers/Tactics: The Magic of the Land of Legends burns in Jack Westlake’s body, and may be released for a wide variety of effects.

He can overcome the earthly bounds of gravity, move 200 feet in the blink of an eye, heal himself and others, see that which others never see through matter and mysticism alike, release blasts of powerful innate Magic, and even remove himself slightly of synch with normal waking reality to become invulnerable to all mundane harm. He can also strengthen either himself or another with effort, though the potent forces released are a drain to both himself and any recipients. He can also project his natural magic outward to disrupt the magic of others, ensnare magickers in bonds of pure mystical force, and to protect others from magical harm.

Against most foes he will fight much like a flying blaster, keeping his distance and projecting pure magical force from his eyes, but ill betides those who seek to draw close to him, for his magic is even more potent up close.

Versus mystical opponents, Legend will try to nullify their most obvious effects, ensnare them in mystic bonds, or take advantage of his likely superior physical prowess.
Campaign Use: 
Character created with Hero Designer (version 2.38)