{
 "Ironbark": {
  "name": "Ironbark",
  "player": "",
  "concept": "Living-Wood Brick; Teodoro Salgado, park ranger",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "64",
  "bodyNow": "19",
  "endNow": "55",
  "rpd": "20",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Root Lash: Blast 8d6 normal damage, ranged, OCV 9 vs DCV, 4 END; Thornburst: Ranged Killing Attack 2d6, OCV 9 vs DCV, 3 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 3½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 274 + Powers 113 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A ranger who fell asleep under a lightning-struck oak and woke with bark for skin. He hits like a falling tree and protects the city's green spaces like they're family.",
  "tactics": "Heartwood Hide: Bark plates that turn bullets and blades.\nRoot Lash: Roots erupt from the ground and slam a target he points at, out to the edge of the nearest soil.\nThornburst: A spray of hardwood thorns he flings with a sweep of his arm; he saves it for robots and monsters.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Thornburst).",
  "str": "70",
  "dex": "19",
  "con": "30",
  "int": "11",
  "ego": "13",
  "pre": "19",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "5",
  "spd": "5",
  "pd": "20",
  "ed": "16",
  "rec": "11",
  "end": "55",
  "body": "19",
  "stun": "64",
  "pwc1": "57",
  "pwn1": "Heartwood Hide",
  "pwd1": "Resistant Protection 20 PD / 18 ED; 57 Active Points, 57 Real",
  "pwe1": "0",
  "pwc2": "32",
  "pwn2": "Root Lash",
  "pwd2": "Blast 8d6, Gestures (−¼); 40 Active Points, 32 Real",
  "pwe2": "4",
  "pwc3": "24",
  "pwn3": "Thornburst",
  "pwd3": "Killing Attack - Ranged 2d6, Gestures (−¼); 30 Active Points, 24 Real",
  "pwe3": "3",
  "skc1": "3",
  "skn1": "Survival",
  "skr1": "11-",
  "skc2": "3",
  "skn2": "Climbing",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Paramedics",
  "skr3": "11-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "13-",
  "skc5": "1",
  "skn5": "Familiarity: Navigation",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: protects trees and parks even when it's tactically foolish (Common, Strong)",
  "cop2": "10",
  "cod2": "Physical Complication: slow, heavy and can't swim (Frequently, Slightly Impairing)",
  "cop3": "20",
  "cod3": "Vulnerability: fire attacks (1½× STUN and 1½× BODY, Common)",
  "cop4": "15",
  "cod4": "Hunted: a logging conglomerate's private security (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop5": "15",
  "cod5": "Distinctive Features: bark-covered skin and a crown of twigs (Not Concealable, Noticed and Recognizable)"
 },
 "Kestrel Vane": {
  "name": "Kestrel Vane",
  "player": "",
  "concept": "Wind-Riding Blaster; Mira Halvorsen, air traffic controller",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Storm Rider, 4 END)",
  "combatNotes": "Attacks: Gale Bolt: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Downdraft: Blast 8d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 224 + Powers 166 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A controller who survived a freak storm cell that hit her tower and now carries it with her. She rides the wind across the skyline and hammers targets with compressed air.",
  "tactics": "Gale Bolt: A fist of compressed air that knocks targets off their feet.\nWind Wall: A howling cushion of air that deflects bullets and debris.\nStorm Rider: She rides a column of wind across the city.\nDowndraft: A hammering column of air from above that nobody fully shrugs off.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: a Vulnerability must name an attack form, so \"enclosed spaces\" is now a Physical Complication of the same 10 points (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "18",
  "ego": "13",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "11",
  "ed": "13",
  "rec": "10",
  "end": "60",
  "body": "14",
  "stun": "52",
  "pwc1": "48",
  "pwn1": "Gale Bolt",
  "pwd1": "Blast 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe1": "6",
  "pwc2": "30",
  "pwn2": "Wind Wall",
  "pwd2": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe2": "0",
  "pwc3": "40",
  "pwn3": "Storm Rider",
  "pwd3": "Flight 40m; 40 Active Points, 40 Real",
  "pwe3": "4",
  "pwc4": "48",
  "pwn4": "Downdraft",
  "pwd4": "Blast 8d6, Penetrating (+½), Gestures (−¼); 60 Active Points, 48 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Navigation",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Systems Operation",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Acrobatics",
  "skr3": "14-",
  "skc4": "1",
  "skn4": "Familiarity: Combat Piloting",
  "skr4": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: overconfident in the air (Common, Strong)",
  "cop3": "10",
  "cod3": "Physical Complication: weakened in enclosed spaces where the wind can't reach her (Infrequently, Greatly Impairing)",
  "cop4": "15",
  "cod4": "Hunted: the meteorological agency that wants to study her (Infrequently 8-, Mo Pow, Capture)",
  "cop5": "10",
  "cod5": "Rivalry: a rival air-power villain, Doldrum (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)",
  "cop6": "10",
  "cod6": "Dependent NPC: her young nephew (Infrequently 8-, Normal)"
 },
 "Wirebloom": {
  "name": "Wirebloom",
  "player": "",
  "concept": "Lightning Blaster; Han Ji-woo, power-grid technician",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "14",
  "endNow": "70",
  "rpd": "12",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Ride the Lines, 3 END)",
  "combatNotes": "Attacks: Arc Bolt: Blast 12d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 7 END; Chain Lightning: Blast 8d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nRequires a Roll: roll 11- on 3d6 each time the power is used, or it fails for that Phase (the END is still spent).\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 212 + Powers 178 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A grid tech who was inside a substation when it blew. Lightning arcs through armor and electronics alike, and she has to keep her power in check around anything fragile.",
  "tactics": "Arc Bolt: Forked lightning that crawls between armor plates.\nInsulated Skin: Her skin conducts harmlessly around her; impacts and heat bleed into the ground.\nRide the Lines: She leaps along power lines and arcs between pylons; she has to throw her arms out to steer.\nChain Lightning: Lightning that leaps through any defense, when she can coax it out.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Requires a Roll taken as a flat 11- roll (−½).",
  "str": "10",
  "dex": "24",
  "con": "23",
  "int": "20",
  "ego": "13",
  "pre": "15",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "4",
  "spd": "6",
  "pd": "11",
  "ed": "14",
  "rec": "10",
  "end": "70",
  "body": "14",
  "stun": "48",
  "pwc1": "75",
  "pwn1": "Arc Bolt",
  "pwd1": "Blast 12d6, Armor Piercing (+¼); 75 Active Points, 75 Real",
  "pwe1": "7",
  "pwc2": "39",
  "pwn2": "Insulated Skin",
  "pwd2": "Resistant Protection 12 PD / 14 ED; 39 Active Points, 39 Real",
  "pwe2": "0",
  "pwc3": "24",
  "pwn3": "Ride the Lines",
  "pwd3": "Flight 30m, Gestures (−¼); 30 Active Points, 24 Real",
  "pwe3": "3",
  "pwc4": "40",
  "pwn4": "Chain Lightning",
  "pwd4": "Blast 8d6, Penetrating (+½), Requires a Roll (11- roll; −½); 60 Active Points, 40 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Electronics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Systems Operation",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Mechanics",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Climbing",
  "skr4": "8-",
  "cop1": "15",
  "cod1": "Physical Complication: drains or shorts out any electronics she touches (Frequently, Greatly Impairing)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "15",
  "cod3": "Vulnerability: water attacks (1½× STUN and 2× BODY, Uncommon)",
  "cop4": "10",
  "cod4": "Hunted: the utility company's investigators (Infrequently 8-, As Pow, Capture)",
  "cop5": "20",
  "cod5": "Psychological Complication: terrified of hurting someone with a stray bolt (Common, Total)"
 },
 "Night Ledger": {
  "name": "Night Ledger",
  "player": "",
  "concept": "Gadget Detective; Darius Farahani, forensic accountant",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "15",
  "endNow": "55",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Grapnel Glider, 2 END)",
  "combatNotes": "Attacks: Bolo Launcher: Blast 8d6 normal damage, ranged, OCV 10 vs DCV, 4 END; Flash-Bang Pellets: Blast 10d6 normal damage, ranged, OCV 10 vs DCV, 5 END.\nPunch: 3d6 normal damage (STR 16, 2 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 272 + Powers 83 + Skills 45 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A forensic accountant who follows the money into the alleys. He has no powers, just a coat full of gadgets, a brilliant mind and a habit of reading criminals like spreadsheets.",
  "tactics": "Ledger Coat: A kevlar-lined overcoat with ceramic plates sewn into the lining.\nBolo Launcher: A wrist-mounted launcher that fires weighted bolos and stun rounds.\nGrapnel Glider: A grappling gun and fold-out wing for crossing rooftops.\nFlash-Bang Pellets: Concussive pellets thrown from a belt pouch.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "16",
  "dex": "26",
  "con": "23",
  "int": "23",
  "ego": "15",
  "pre": "18",
  "ocv": "10",
  "dcv": "9",
  "omcv": "5",
  "dmcv": "7",
  "spd": "7",
  "pd": "14",
  "ed": "14",
  "rec": "12",
  "end": "55",
  "body": "15",
  "stun": "56",
  "pwc1": "28",
  "pwn1": "Ledger Coat",
  "pwd1": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe1": "0",
  "pwc2": "20",
  "pwn2": "Bolo Launcher",
  "pwd2": "Blast 8d6, OAF (−1); 40 Active Points, 20 Real",
  "pwe2": "4",
  "pwc3": "10",
  "pwn3": "Grapnel Glider",
  "pwd3": "Flight 20m, OAF (−1); 20 Active Points, 10 Real",
  "pwe3": "2",
  "pwc4": "25",
  "pwn4": "Flash-Bang Pellets",
  "pwd4": "Blast 10d6, OAF (−1); 50 Active Points, 25 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Deduction",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Criminology",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Computer Programming",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Forensic Medicine",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Security Systems",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Shadowing",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Stealth",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Acrobatics",
  "skr8": "14-",
  "skc9": "3",
  "skn9": "Lockpicking",
  "skr9": "14-",
  "skc10": "3",
  "skn10": "Streetwise",
  "skr10": "13-",
  "skc11": "3",
  "skn11": "Interrogation",
  "skr11": "13-",
  "skc12": "3",
  "skn12": "Bureaucratics",
  "skr12": "13-",
  "skc13": "3",
  "skn13": "Disguise",
  "skr13": "14-",
  "skc14": "3",
  "skn14": "Acting",
  "skr14": "13-",
  "skc15": "3",
  "skn15": "Systems Operation",
  "skr15": "14-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Velvet Syndicate he keeps bankrupting (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Psychological Complication: obsessed with unfinished cases (Common, Moderate)",
  "cop5": "10",
  "cod5": "Dependent NPC: his elderly father (Infrequently 8-, Normal)"
 },
 "Tidecaller": {
  "name": "Tidecaller",
  "player": "",
  "concept": "Water Controller; Leilani Kahale, marine biologist",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Wave Rider, 3 END)",
  "combatNotes": "Attacks: Breaker: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Pressure Jet: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 221 + Powers 166 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A marine biologist who touched a glowing coral formation during a reef survey. She commands water in every form, from crushing waves to a shield of spray.",
  "tactics": "Breaker: A crushing wall of water that floods across a target.\nRiptide Shield: A spinning sheath of water that soaks up impacts.\nWave Rider: She surfs a column of water through the air, leaving the streets soaked.\nPressure Jet: A needle-thin jet of water that cuts through armor plate.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: heat and fire attacks are Common, so a 15-point Vulnerability is not possible: it is now 20 (1½× STUN and 1½× BODY) and the cartel is an As Pow Hunted worth 10 instead of 15 (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "10",
  "dex": "24",
  "con": "23",
  "int": "19",
  "ego": "18",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "10",
  "ed": "12",
  "rec": "12",
  "end": "60",
  "body": "14",
  "stun": "48",
  "pwc1": "60",
  "pwn1": "Breaker",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "36",
  "pwn2": "Riptide Shield",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Wave Rider",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "pwc4": "40",
  "pwn4": "Pressure Jet",
  "pwd4": "Blast 8d6, Armor Piercing (+¼), Gestures (−¼); 50 Active Points, 40 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Science Skill: Marine Biology",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Paramedics",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Survival",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "12-",
  "skc5": "1",
  "skn5": "Familiarity: Navigation",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Physical Complication: weakens after a day away from salt water (Frequently, Greatly Impairing)",
  "cop2": "15",
  "cod2": "Psychological Complication: fiercely protective of the ocean (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "20",
  "cod4": "Vulnerability: heat and fire attacks (1½× STUN and 1½× BODY, Common)",
  "cop5": "10",
  "cod5": "Hunted: a deep-sea mining cartel (Infrequently 8-, As Pow, Harshly Punish)"
 },
 "Quiet Hours": {
  "name": "Quiet Hours",
  "player": "",
  "concept": "Telepath; Benedikt Aust, night-shift crisis counselor",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "13",
  "endNow": "45",
  "rpd": "8",
  "red": "8",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Open Line: Telepathy 14d6, OMCV 10 vs DMCV, effect against EGO, 7 END; Calm Down: Mind Control 10d6, OMCV 10 vs DMCV, effect against EGO, 5 END; Psychic Lance: Blast 8d6 normal damage, ranged, OCV 6 vs DCV, 4 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 218 + Powers 166 + Skills 16 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A crisis-line counselor whose empathy turned into telepathy overnight. He talks people down, reads the ones who won't talk, and can drop an attacker with a single thought.",
  "tactics": "Open Line: He reads surface thoughts or opens a mental conversation.\nCalm Down: He presses two fingers to his temple and fills a target's mind with calm; it can make them stop, sit or walk away.\nSteady Presence: A faint psychic field that turns aside physical harm before it lands.\nPsychic Lance: A spike of borrowed panic that knocks an attacker senseless.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "20",
  "con": "20",
  "int": "20",
  "ego": "29",
  "pre": "21",
  "ocv": "6",
  "dcv": "7",
  "omcv": "10",
  "dmcv": "10",
  "spd": "5",
  "pd": "9",
  "ed": "11",
  "rec": "9",
  "end": "45",
  "body": "13",
  "stun": "44",
  "pwc1": "70",
  "pwn1": "Open Line",
  "pwd1": "Telepathy 14d6; 70 Active Points, 70 Real",
  "pwe1": "7",
  "pwc2": "40",
  "pwn2": "Calm Down",
  "pwd2": "Mind Control 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "pwc3": "24",
  "pwn3": "Steady Presence",
  "pwd3": "Resistant Protection 8 PD / 8 ED; 24 Active Points, 24 Real",
  "pwe3": "0",
  "pwc4": "32",
  "pwn4": "Psychic Lance",
  "pwd4": "Blast 8d6, Gestures (−¼); 40 Active Points, 32 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Conversation",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Interrogation",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Acting",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Paramedics",
  "skr5": "13-",
  "skc6": "1",
  "skn6": "Familiarity: Deduction",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Psychological Complication: can't ignore anyone in emotional distress (Common, Strong)",
  "cop3": "10",
  "cod3": "Social Complication: Secret Identity (Frequently, Minor)",
  "cop4": "15",
  "cod4": "Physical Complication: blinding headaches in large crowds (Frequently, Greatly Impairing)",
  "cop5": "15",
  "cod5": "Hunted: a government psi-research program (Infrequently 8-, Mo Pow, Capture)"
 },
 "Lodestar": {
  "name": "Lodestar",
  "player": "",
  "concept": "Magnetic Flier; Amara Diallo, structural engineer",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "13",
  "endNow": "55",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Ride the Field, 4 END)",
  "combatNotes": "Attacks: Iron Storm: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Steel Tide: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 204 + Powers 186 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A bridge engineer who survived a particle-accelerator quench and now feels every magnetic field on the planet. She flies on the Earth's magnetism and throws steel around like confetti.",
  "tactics": "Iron Storm: A hail of steel scraps and rebar slammed into a target.\nMagnetic Shell: Bullets and blades veer away from her before they land.\nRide the Field: She rides the lines of the Earth's magnetic field.\nSteel Tide: She rips the steel out of a target's own armor and turns it on them.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "22",
  "con": "21",
  "int": "21",
  "ego": "15",
  "pre": "16",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "9",
  "ed": "11",
  "rec": "9",
  "end": "55",
  "body": "13",
  "stun": "44",
  "pwc1": "60",
  "pwn1": "Iron Storm",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "36",
  "pwn2": "Magnetic Shell",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "40",
  "pwn3": "Ride the Field",
  "pwd3": "Flight 40m; 40 Active Points, 40 Real",
  "pwe3": "4",
  "pwc4": "50",
  "pwn4": "Steel Tide",
  "pwd4": "Blast 8d6, Armor Piercing (+¼); 50 Active Points, 50 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Science Skill: Engineering",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Mechanics",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Navigation",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Electronics",
  "skr4": "8-",
  "cop1": "15",
  "cod1": "Physical Complication: wrecks compasses, phones and pacemakers within a few metres (Frequently, Greatly Impairing)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "10",
  "cod3": "Vulnerability: attacks that strike through non-metal special effects (1½× STUN and 1½× BODY, Uncommon)",
  "cop4": "15",
  "cod4": "Psychological Complication: perfectionist who hates leaving anything broken (Common, Strong)",
  "cop5": "20",
  "cod5": "Hunted: the accelerator's corporate owners (Infrequently 8-, Mo Pow, NCI, Harshly Punish)"
 },
 "Ember Saint": {
  "name": "Ember Saint",
  "player": "",
  "concept": "Holy-Fire Mystic; Ignacio Ruiz, parish priest",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "64",
  "bodyNow": "17",
  "endNow": "65",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Wings of Fire, 3 END)",
  "combatNotes": "Attacks: Pillar of Flame: Blast 12d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 9 END.\nPunch: 2½d6 normal damage (STR 13, 1 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 265 + Powers 122 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A parish priest who walked into a burning orphanage with a prayer on his lips and walked out carrying children through the flames. He calls down holy fire, but only when he speaks the words.",
  "tactics": "Pillar of Flame: A column of holy fire that always burns a little; he has to raise his hands and pray aloud.\nMantle of Grace: A golden halo of protection he calls up with a short prayer.\nWings of Fire: Burning wings carry him up when he calls on them aloud.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "13",
  "dex": "25",
  "con": "23",
  "int": "15",
  "ego": "23",
  "pre": "23",
  "ocv": "9",
  "dcv": "8",
  "omcv": "5",
  "dmcv": "7",
  "spd": "6",
  "pd": "14",
  "ed": "18",
  "rec": "13",
  "end": "65",
  "body": "17",
  "stun": "64",
  "pwc1": "60",
  "pwn1": "Pillar of Flame",
  "pwd1": "Blast 12d6, Penetrating (+½), Incantations (−¼), Gestures (−¼); 90 Active Points, 60 Real",
  "pwe1": "9",
  "pwc2": "38",
  "pwn2": "Mantle of Grace",
  "pwd2": "Resistant Protection 16 PD / 16 ED, Incantations (−¼); 48 Active Points, 38 Real",
  "pwe2": "0",
  "pwc3": "24",
  "pwn3": "Wings of Fire",
  "pwd3": "Flight 30m, Incantations (−¼); 30 Active Points, 24 Real",
  "pwe3": "3",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Oratory",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Paramedics",
  "skr3": "12-",
  "skc4": "3",
  "skn4": "Conversation",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Climbing",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Psychological Complication: must offer mercy and confession to any foe (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: the Church doesn't know (Frequently, Major)",
  "cop4": "15",
  "cod4": "Hunted: a cult that worships the fire he carries (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop5": "10",
  "cod5": "Dependent NPC: the orphans of St. Brigid's (Infrequently 8-, Normal)"
 },
 "Paper Tiger": {
  "name": "Paper Tiger",
  "player": "",
  "concept": "Origami Martial Artist; Wen Shu, paper artist",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "18",
  "endNow": "60",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Crane Wings, 2 END)",
  "combatNotes": "Attacks: Thousand Cuts: Ranged Killing Attack 3d6, OCV 9 vs DCV, 4 END; Paper Storm: Blast 10d6 normal damage, ranged, OCV 9 vs DCV, 5 END.\nPunch: 2½d6 normal damage (STR 13, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 252 + Powers 135 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A paper artist whose folding became a martial art. Her paper flies like blades, hardens into armor, and carries her on wings of folded sheets.",
  "tactics": "Thousand Cuts: A storm of razor-edged paper cranes that slice through cover.\nFolded Armor: Layers of hardened paper that lock into armor around her.\nCrane Wings: Great folded wings that carry her between rooftops.\nPaper Storm: A blizzard of blunt-folded sheets that batters a target off its feet.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Thousand Cuts).",
  "str": "13",
  "dex": "26",
  "con": "24",
  "int": "15",
  "ego": "15",
  "pre": "16",
  "ocv": "9",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "17",
  "ed": "17",
  "rec": "15",
  "end": "60",
  "body": "18",
  "stun": "56",
  "pwc1": "45",
  "pwn1": "Thousand Cuts",
  "pwd1": "Killing Attack - Ranged 3d6; 45 Active Points, 45 Real",
  "pwe1": "4",
  "pwc2": "30",
  "pwn2": "Folded Armor",
  "pwd2": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe2": "0",
  "pwc3": "20",
  "pwn3": "Crane Wings",
  "pwd3": "Flight 20m; 20 Active Points, 20 Real",
  "pwe3": "2",
  "pwc4": "40",
  "pwn4": "Paper Storm",
  "pwd4": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Breakfall",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Stealth",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Sleight of Hand",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Climbing",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Vulnerability: fire attacks (1½× STUN and 1½× BODY, Common)",
  "cop2": "15",
  "cod2": "Physical Complication: soaked paper is useless (Frequently, Greatly Impairing)",
  "cop3": "10",
  "cod3": "Psychological Complication: perfectionist who won't leave a fold unfinished (Common, Moderate)",
  "cop4": "15",
  "cod4": "Social Complication: Secret Identity (Frequently, Major)",
  "cop5": "15",
  "cod5": "Rivalry: her former teacher, Scissor (Professional, Rival is Significantly More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Glasswing": {
  "name": "Glasswing",
  "player": "",
  "concept": "Crystal-Armored Flier; Nadia Petrova, glassblower",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Glass Wings, 3 END)",
  "combatNotes": "Attacks: Prism Beam: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Shard Volley: Ranged Killing Attack 2d6, OCV 9 vs DCV, 3 END.\nPunch: 2½d6 normal damage (STR 13, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 237 + Powers 156 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A glassblower who survived a kiln explosion laced with meteorite dust. Crystal grows over her skin when she wills it, and refracted light pours from her hands.",
  "tactics": "Prism Beam: Light focused through a crystal palm into a searing beam.\nCrystal Shell: Faceted crystal armor that grows over her in a heartbeat.\nGlass Wings: Translucent crystal wings that ring as they beat.\nShard Volley: Razor slivers of crystal flicked from her fingertips.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Shard Volley).",
  "str": "13",
  "dex": "26",
  "con": "23",
  "int": "15",
  "ego": "15",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "14",
  "ed": "14",
  "rec": "12",
  "end": "65",
  "body": "15",
  "stun": "56",
  "pwc1": "48",
  "pwn1": "Prism Beam",
  "pwd1": "Blast 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe1": "6",
  "pwc2": "54",
  "pwn2": "Crystal Shell",
  "pwd2": "Resistant Protection 18 PD / 18 ED; 54 Active Points, 54 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Glass Wings",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "pwc4": "24",
  "pwn4": "Shard Volley",
  "pwd4": "Killing Attack - Ranged 2d6, Gestures (−¼); 30 Active Points, 24 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Science Skill: Glassmaking",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Acrobatics",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Vulnerability: sonic attacks (2× STUN and 2× BODY, Uncommon)",
  "cop2": "10",
  "cod2": "Distinctive Features: crystal growths she can't fully hide (Concealable, Noticed and Recognizable)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "10",
  "cod4": "Psychological Complication: vain about her art (Common, Moderate)",
  "cop5": "20",
  "cod5": "Hunted: a gemstone smuggling ring (Infrequently 8-, Mo Pow, NCI, Harshly Punish)"
 },
 "Hexwright": {
  "name": "Hexwright",
  "player": "",
  "concept": "Street Sorcerer; Oluwaseun Adeyemi, locksmith",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Ley Step, 3 END)",
  "combatNotes": "Attacks: Unbinding Bolt: Blast 14d6 normal damage, ranged, OCV 7 vs DCV, 7 END; Truth Key: Telepathy 8d6, OMCV 11 vs DMCV, effect against EGO, 4 END; Iron Lock: Mind Control 12d6, OMCV 11 vs DMCV, effect against EGO, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4d6.\nRequires a Roll: roll 11- on 3d6 each time the power is used, or it fails for that Phase (the END is still spent).\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 247 + Powers 140 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A locksmith who learned that every lock has a spell and every spell has a key. His magic is powerful but unreliable: every casting needs words, gestures and a successful roll.",
  "tactics": "Unbinding Bolt: A bolt of raw unlocking force that bursts through doors and shields.\nWarding Sigil: A circle of glowing glyphs that hangs in the air around him.\nLey Step: He walks along invisible ley lines.\nTruth Key: He turns an invisible key at a person's temple and listens.\nIron Lock: He locks a mind shut so it obeys simple commands.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Requires a Roll taken as a flat 11- roll (−½).",
  "str": "10",
  "dex": "22",
  "con": "23",
  "int": "20",
  "ego": "30",
  "pre": "20",
  "ocv": "7",
  "dcv": "8",
  "omcv": "11",
  "dmcv": "12",
  "spd": "5",
  "pd": "8",
  "ed": "10",
  "rec": "10",
  "end": "60",
  "body": "14",
  "stun": "44",
  "pwc1": "35",
  "pwn1": "Unbinding Bolt",
  "pwd1": "Blast 14d6, Requires a Roll (11- roll; −½), Gestures (−¼), Incantations (−¼); 70 Active Points, 35 Real",
  "pwe1": "7",
  "pwc2": "28",
  "pwn2": "Warding Sigil",
  "pwd2": "Resistant Protection 14 PD / 14 ED, Gestures (−¼), Incantations (−¼); 42 Active Points, 28 Real",
  "pwe2": "0",
  "pwc3": "24",
  "pwn3": "Ley Step",
  "pwd3": "Flight 30m, Incantations (−¼); 30 Active Points, 24 Real",
  "pwe3": "3",
  "pwc4": "23",
  "pwn4": "Truth Key",
  "pwd4": "Telepathy 8d6, Requires a Roll (11- roll; −½), Gestures (−¼); 40 Active Points, 23 Real",
  "pwe4": "4",
  "pwc5": "30",
  "pwn5": "Iron Lock",
  "pwd5": "Mind Control 12d6, Requires a Roll (11- roll; −½), Gestures (−¼), Incantations (−¼); 60 Active Points, 30 Real",
  "pwe5": "6",
  "skc1": "3",
  "skn1": "Lockpicking",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Security Systems",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Streetwise",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "13-",
  "skc5": "1",
  "skn5": "Familiarity: Acting",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: can't refuse a request from someone who's lost something (Common, Strong)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Order of Closed Doors (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "15",
  "cod4": "Vulnerability: iron and cold-iron attacks (1½× STUN and 2× BODY, Uncommon)",
  "cop5": "10",
  "cod5": "Rivalry: another locksmith-sorcerer, Deadbolt (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Rampart": {
  "name": "Rampart",
  "player": "",
  "concept": "Powered Armor; Tomasz Wiśniewski, retired demolitions engineer",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "18",
  "endNow": "55",
  "rpd": "24",
  "red": "24",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Lift Jets, 4 END)",
  "combatNotes": "Attacks: Rivet Cannon: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Pile Driver: Hand-to-Hand Killing Attack 3d6, +1 Damage Class per 5 STR used, up to 6d6, OCV 9 vs DCV, 4 END.\nPunch: 12d6 normal damage (STR 60, 6 END at full STR). Presence Attack: 2½d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 239 + Powers 145 + Skills 16 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A demolitions engineer who built the armor to dig miners out of collapsed shafts. It turned out to be just as good at stopping supervillains.",
  "tactics": "Plate Armor: Layered composite plates over a hydraulic frame.\nRivet Cannon: A shoulder cannon that fires rubberized slugs.\nLift Jets: Boot thrusters for short heavy hops and slow flights.\nPile Driver: A hydraulic spike in the right gauntlet, built for breaking concrete.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Pile Driver).",
  "str": "60",
  "dex": "20",
  "con": "24",
  "int": "21",
  "ego": "13",
  "pre": "14",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "5",
  "spd": "5",
  "pd": "10",
  "ed": "10",
  "rec": "10",
  "end": "55",
  "body": "18",
  "stun": "48",
  "pwc1": "48",
  "pwn1": "Plate Armor",
  "pwd1": "Resistant Protection 24 PD / 24 ED, OIF (−½); 72 Active Points, 48 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Rivet Cannon",
  "pwd2": "Blast 12d6, OIF (−½); 60 Active Points, 40 Real",
  "pwe2": "6",
  "pwc3": "27",
  "pwn3": "Lift Jets",
  "pwd3": "Flight 40m, OIF (−½); 40 Active Points, 27 Real",
  "pwe3": "4",
  "pwc4": "30",
  "pwn4": "Pile Driver",
  "pwd4": "Killing Attack - Hand-To-Hand 3d6, OIF (−½); 45 Active Points, 30 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Demolitions",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Mechanics",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Electronics",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Inventor",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Systems Operation",
  "skr5": "13-",
  "skc6": "1",
  "skn6": "Familiarity: Paramedics",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: never leaves anyone trapped (Common, Total)",
  "cop2": "10",
  "cod2": "Physical Complication: bad knee and back out of the armor (Frequently, Slightly Impairing)",
  "cop3": "15",
  "cod3": "Hunted: a mining company that wants the armor back (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: public identity, his family is easy to find (Frequently, Major)",
  "cop5": "15",
  "cod5": "Dependent NPC: his teenage granddaughter (Infrequently 8-, Incompetent)"
 },
 "Halflight": {
  "name": "Halflight",
  "player": "",
  "concept": "Light and Shadow Blaster; Inês Carvalho, stage lighting designer",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Beam Walker, 3 END)",
  "combatNotes": "Attacks: Spotlight: Blast 12d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 7 END; Eclipse Pulse: Blast 6d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 4 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 222 + Powers 165 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A theater lighting designer who stood in front of a malfunctioning spotlight full of something that wasn't electricity. She paints the world in beams and shadows.",
  "tactics": "Spotlight: A blinding beam that cuts through armor; she has to frame the target with her hands.\nShadow Veil: Shadows thicken around her and swallow what's thrown at her.\nBeam Walker: She runs along beams of her own light.\nEclipse Pulse: A pulse of living shadow that chills straight through armor.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Flash attacks are Uncommon, so a 15-point Vulnerability is not possible: it is now 10 (2× Effect) and Curtain Call hunts her on 11- for 20 instead of 15 (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "18",
  "ego": "15",
  "pre": "20",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "11",
  "ed": "13",
  "rec": "10",
  "end": "60",
  "body": "14",
  "stun": "44",
  "pwc1": "60",
  "pwn1": "Spotlight",
  "pwd1": "Blast 12d6, Armor Piercing (+¼), Gestures (−¼); 75 Active Points, 60 Real",
  "pwe1": "7",
  "pwc2": "30",
  "pwn2": "Shadow Veil",
  "pwd2": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Beam Walker",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "pwc4": "45",
  "pwn4": "Eclipse Pulse",
  "pwd4": "Blast 6d6, Penetrating (+½); 45 Active Points, 45 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Electronics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Acting",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Stealth",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "13-",
  "skc5": "1",
  "skn5": "Familiarity: Climbing",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Physical Complication: powers fade in total darkness (Frequently, Greatly Impairing)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "15",
  "cod3": "Psychological Complication: needs the spotlight (Common, Strong)",
  "cop4": "20",
  "cod4": "Hunted: a jealous producer turned villain, Curtain Call (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop5": "10",
  "cod5": "Vulnerability: Flash attacks (2× Effect, Uncommon)"
 },
 "Cinder Jack": {
  "name": "Cinder Jack",
  "player": "",
  "concept": "Fireproof Firefighter; Rory Kavanagh, fire captain",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "54",
  "bodyNow": "16",
  "endNow": "65",
  "rpd": "14",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Updraft, 2 END)",
  "combatNotes": "Attacks: Flash Fire: Blast 12d6 normal damage, ranged, OCV 8 vs DCV, 6 END; Backdraft: Blast 6d6 normal damage, ranged, Penetrating, OCV 8 vs DCV, 4 END.\nPunch: 6d6 normal damage (STR 31, 3 END at full STR). Presence Attack: 3d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 223 + Powers 167 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A fire captain who stayed in a chemical-plant fire too long and walked out unburned. Now he runs into the infernos nobody else can survive.",
  "tactics": "Flash Fire: A gout of flame he can throw from his hands.\nFireproof: Heat and impact barely touch him.\nUpdraft: He rides a column of superheated air.\nBackdraft: He pulls a fire's heat into his hands and slams it back out.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: cold attacks are Common, so a 15-point Vulnerability is not possible: it is now 20 (1½× STUN and 1½× BODY) and the Kindling, built like him, is an As Pow Hunted worth 10 instead of 15 (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "31",
  "dex": "20",
  "con": "25",
  "int": "13",
  "ego": "15",
  "pre": "16",
  "ocv": "8",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "4",
  "spd": "5",
  "pd": "17",
  "ed": "21",
  "rec": "13",
  "end": "65",
  "body": "16",
  "stun": "54",
  "pwc1": "60",
  "pwn1": "Flash Fire",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "51",
  "pwn2": "Fireproof",
  "pwd2": "Resistant Protection 14 PD / 20 ED; 51 Active Points, 51 Real",
  "pwe2": "0",
  "pwc3": "20",
  "pwn3": "Updraft",
  "pwd3": "Flight 20m; 20 Active Points, 20 Real",
  "pwe3": "2",
  "pwc4": "36",
  "pwn4": "Backdraft",
  "pwd4": "Blast 6d6, Penetrating (+½), Gestures (−¼); 45 Active Points, 36 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Paramedics",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Climbing",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Tactics",
  "skr3": "12-",
  "skc4": "1",
  "skn4": "Familiarity: Mechanics",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: never leaves a civilian in a burning building (Common, Total)",
  "cop2": "10",
  "cod2": "Physical Complication: always smoldering, sets off alarms (Frequently, Slightly Impairing)",
  "cop3": "20",
  "cod3": "Vulnerability: cold attacks (1½× STUN and 1½× BODY, Common)",
  "cop4": "10",
  "cod4": "Hunted: an arsonist cult, the Kindling (Infrequently 8-, As Pow, Harshly Punish)",
  "cop5": "15",
  "cod5": "Dependent NPC: his crew at Station 9 (Frequently 11-, Normal)"
 },
 "Mesmer": {
  "name": "Mesmer",
  "player": "",
  "concept": "Hypnotic Mind Controller; Yasmin Haddad, stage hypnotist",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "40",
  "bodyNow": "13",
  "endNow": "45",
  "rpd": "8",
  "red": "8",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Look Into My Eyes: Mind Control 14d6, OMCV 11 vs DMCV, effect against EGO, 7 END; Hollow Thought: Telepathy 10d6, OMCV 11 vs DMCV, effect against EGO, 5 END; Stage Fright: Blast 8d6 normal damage, ranged, OCV 6 vs DCV, 4 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 5d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 222 + Powers 162 + Skills 16 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A stage hypnotist who discovered her act was suddenly real. She bends criminals to her will with a look, and she's still deciding whether that's a gift or a curse.",
  "tactics": "Look Into My Eyes: A flourish and a stare that leaves the target obeying simple orders.\nHollow Thought: She hears the thoughts behind the eyes she holds.\nMisdirection Field: Attackers' hands waver at the last moment.\nStage Fright: A wave of crippling stage fright that hits like a punch.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "21",
  "con": "22",
  "int": "18",
  "ego": "27",
  "pre": "25",
  "ocv": "6",
  "dcv": "7",
  "omcv": "11",
  "dmcv": "11",
  "spd": "5",
  "pd": "7",
  "ed": "9",
  "rec": "9",
  "end": "45",
  "body": "13",
  "stun": "40",
  "pwc1": "56",
  "pwn1": "Look Into My Eyes",
  "pwd1": "Mind Control 14d6, Gestures (−¼); 70 Active Points, 56 Real",
  "pwe1": "7",
  "pwc2": "50",
  "pwn2": "Hollow Thought",
  "pwd2": "Telepathy 10d6; 50 Active Points, 50 Real",
  "pwe2": "5",
  "pwc3": "24",
  "pwn3": "Misdirection Field",
  "pwd3": "Resistant Protection 8 PD / 8 ED; 24 Active Points, 24 Real",
  "pwe3": "0",
  "pwc4": "32",
  "pwn4": "Stage Fright",
  "pwd4": "Blast 8d6, Gestures (−¼); 40 Active Points, 32 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Acting",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Conversation",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "High Society",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Sleight of Hand",
  "skr5": "13-",
  "skc6": "1",
  "skn6": "Familiarity: Deduction",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: hates using her power on the innocent (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "10",
  "cod3": "Hunted: the magicians' guild she exposed (Infrequently 8-, As Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Physical Complication: can't control anyone she can't see (Frequently, Greatly Impairing)",
  "cop5": "15",
  "cod5": "Rivalry: a rival stage psychic (Professional, Rival is Significantly More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Gravel": {
  "name": "Gravel",
  "player": "",
  "concept": "Stone Brick; Héctor Ramírez, quarry worker",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "80",
  "bodyNow": "22",
  "endNow": "70",
  "rpd": "20",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Rock Throw: Blast 10d6 normal damage, ranged, OCV 9 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 299 + Powers 94 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A quarry worker who fell into a pit of glowing gravel and climbed out made of stone. He's slow, strong, and almost impossible to hurt.",
  "tactics": "Granite Body: His stone body shrugs off bullets and bricks alike.\nRock Throw: He tears up the street and hurls chunks of it.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "19",
  "con": "30",
  "int": "10",
  "ego": "13",
  "pre": "17",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "23",
  "ed": "18",
  "rec": "17",
  "end": "70",
  "body": "22",
  "stun": "80",
  "pwc1": "54",
  "pwn1": "Granite Body",
  "pwd1": "Resistant Protection 20 PD / 16 ED; 54 Active Points, 54 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Rock Throw",
  "pwd2": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Climbing",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Mechanics",
  "skr2": "11-",
  "skc3": "1",
  "skn3": "Familiarity: Streetwise",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Distinctive Features: made of stone (Not Concealable, Always Noticed and Causes Major Reaction)",
  "cop2": "15",
  "cod2": "Physical Complication: too heavy for most floors and vehicles (Frequently, Greatly Impairing)",
  "cop3": "15",
  "cod3": "Psychological Complication: ashamed of his appearance (Common, Strong)",
  "cop4": "10",
  "cod4": "Vulnerability: sonic attacks (1½× STUN and 1½× BODY, Uncommon)",
  "cop5": "15",
  "cod5": "Hunted: a geologist turned villain who wants him for study (Infrequently 8-, Mo Pow, Harshly Punish)"
 },
 "Skylark": {
  "name": "Skylark",
  "player": "",
  "concept": "Teen Laser Flier; Priya Nair, high-school junior",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 50m (Shooting Star, 5 END)",
  "combatNotes": "Attacks: Eye Beams: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Nova Flare: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 50m, 5 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 207 + Powers 186 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A sixteen-year-old who touched a meteorite in a museum exhibit. She flies faster than anyone at school can drive, and lasers flare from her eyes when she's angry.",
  "tactics": "Eye Beams: Twin laser beams that burn through targets.\nStellar Skin: Her skin glows faintly and takes punishment no teenager should survive.\nShooting Star: She streaks across the sky, leaving a trail of light.\nNova Flare: She cups her hands and releases a white-hot flare.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "24",
  "con": "23",
  "int": "15",
  "ego": "13",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "5",
  "spd": "6",
  "pd": "10",
  "ed": "12",
  "rec": "10",
  "end": "60",
  "body": "14",
  "stun": "48",
  "pwc1": "60",
  "pwn1": "Eye Beams",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "36",
  "pwn2": "Stellar Skin",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "50",
  "pwn3": "Shooting Star",
  "pwd3": "Flight 50m; 50 Active Points, 50 Real",
  "pwe3": "5",
  "pwc4": "40",
  "pwn4": "Nova Flare",
  "pwd4": "Blast 8d6, Armor Piercing (+¼), Gestures (−¼); 50 Active Points, 40 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Computer Programming",
  "skr2": "12-",
  "skc3": "1",
  "skn3": "Familiarity: Persuasion",
  "skr3": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Social Complication: minor who has to hide powers from parents and school (Frequently, Major)",
  "cop3": "15",
  "cod3": "Psychological Complication: reckless and impulsive (Common, Strong)",
  "cop4": "15",
  "cod4": "Hunted: the museum's shadowy donor (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop5": "15",
  "cod5": "Dependent NPC: her little brother (Infrequently 8-, Incompetent)"
 },
 "Farshot": {
  "name": "Farshot",
  "player": "",
  "concept": "Trick Archer; Ruth Nakamura, retired Olympic archer",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "18",
  "endNow": "60",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Zip-Line Arrow, 2 END)",
  "combatNotes": "Attacks: Broadhead: Ranged Killing Attack 2d6, OCV 10 vs DCV, 3 END; Concussion Arrow: Blast 12d6 normal damage, ranged, OCV 10 vs DCV, 6 END; Shaped-Charge Arrow: Blast 8d6 normal damage, ranged, Penetrating, OCV 10 vs DCV, 6 END.\nPunch: 2½d6 normal damage (STR 13, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 268 + Powers 113 + Skills 19 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A retired Olympic archer who now carries a compound bow with arrows she designs herself. No powers, no fear and a terrifying aim.",
  "tactics": "Broadhead: A razor-edged broadhead arrow she saves for robots and monsters.\nConcussion Arrow: A blunt arrowhead that bursts into a shockwave.\nBallistic Vest: A light armored vest under her jacket.\nZip-Line Arrow: A cable arrow she rides between rooftops.\nShaped-Charge Arrow: A small shaped charge that always rattles the target.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Broadhead).",
  "str": "13",
  "dex": "26",
  "con": "26",
  "int": "18",
  "ego": "21",
  "pre": "19",
  "ocv": "10",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "17",
  "ed": "17",
  "rec": "15",
  "end": "60",
  "body": "18",
  "stun": "60",
  "pwc1": "15",
  "pwn1": "Broadhead",
  "pwd1": "Killing Attack - Ranged 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe1": "3",
  "pwc2": "30",
  "pwn2": "Concussion Arrow",
  "pwd2": "Blast 12d6, OAF (−1); 60 Active Points, 30 Real",
  "pwe2": "6",
  "pwc3": "28",
  "pwn3": "Ballistic Vest",
  "pwd3": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe3": "0",
  "pwc4": "10",
  "pwn4": "Zip-Line Arrow",
  "pwd4": "Flight 20m, OAF (−1); 20 Active Points, 10 Real",
  "pwe4": "2",
  "pwc5": "30",
  "pwn5": "Shaped-Charge Arrow",
  "pwd5": "Blast 8d6, Penetrating (+½), OAF (−1); 60 Active Points, 30 Real",
  "pwe5": "6",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Stealth",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Climbing",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Tactics",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Breakfall",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Teamwork",
  "skr6": "14-",
  "skc7": "1",
  "skn7": "Familiarity: Survival",
  "skr7": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: refuses to miss a shot she could have taken (Common, Strong)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: a sniper-for-hire who wants to prove he's better (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: old shoulder injury (Frequently, Slightly Impairing)",
  "cop5": "15",
  "cod5": "Rivalry: her old Olympic team-mate (Professional, Rival is Significantly More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Kaamos": {
  "name": "Kaamos",
  "player": "",
  "concept": "Cold Blaster; Siiri Lahtinen, polar researcher",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Ice Slide, 3 END)",
  "combatNotes": "Attacks: Blizzard Blast: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Hailstorm: Ranged Killing Attack 2d6, OCV 9 vs DCV, 3 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 228 + Powers 162 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A polar researcher who spent a night in a glowing ice cave under the aurora. Cold pours from her hands and she rides glittering ice ramps across the city.",
  "tactics": "Blizzard Blast: A howling blast of ice and freezing wind.\nIce Armor: A thin layer of ice that shatters instead of her.\nIce Slide: She rides a ramp of ice that freezes beneath her and melts behind.\nHailstorm: Jagged hailstones the size of fists.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Hailstorm).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "20",
  "ego": "15",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "11",
  "ed": "13",
  "rec": "11",
  "end": "65",
  "body": "15",
  "stun": "52",
  "pwc1": "60",
  "pwn1": "Blizzard Blast",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "48",
  "pwn2": "Ice Armor",
  "pwd2": "Resistant Protection 16 PD / 16 ED; 48 Active Points, 48 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Ice Slide",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "pwc4": "24",
  "pwn4": "Hailstorm",
  "pwd4": "Killing Attack - Ranged 2d6, Gestures (−¼); 30 Active Points, 24 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Survival",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Science Skill: Glaciology",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Navigation",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Paramedics",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Vulnerability: heat and fire attacks (1½× STUN and 1½× BODY, Common)",
  "cop2": "10",
  "cod2": "Physical Complication: always freezing cold to the touch (Frequently, Slightly Impairing)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "15",
  "cod4": "Psychological Complication: struggles to connect with people (Common, Strong)",
  "cop5": "15",
  "cod5": "Hunted: a climate-cult villain, Thaw (Infrequently 8-, Mo Pow, Harshly Punish)"
 },
 "Riveter": {
  "name": "Riveter",
  "player": "",
  "concept": "Steelworker Brick; Gloria Mbeki, steelworker",
  "campaign": "Solo Heroes",
  "basePts": "325",
  "xp": "0",
  "stunNow": "68",
  "bodyNow": "18",
  "endNow": "70",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Thrown Girder: Blast 10d6 normal damage, ranged, OCV 9 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 287 + Powers 100 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A union steelworker who caught a beam that fell from a crane and kept holding it. Her strength keeps growing and so does her reputation.",
  "tactics": "Steel Skin: Her skin goes the color of polished steel.\nThrown Girder: She hurls a girder or a car at a fleeing target.",
  "campaignUse": "Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.",
  "notes": "From Sample Characters, Solo Heroes.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "13",
  "ego": "15",
  "pre": "20",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "5",
  "spd": "5",
  "pd": "18",
  "ed": "17",
  "rec": "14",
  "end": "70",
  "body": "18",
  "stun": "68",
  "pwc1": "60",
  "pwn1": "Steel Skin",
  "pwd1": "Resistant Protection 20 PD / 20 ED; 60 Active Points, 60 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Thrown Girder",
  "pwd2": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Mechanics",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Climbing",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Persuasion",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Streetwise",
  "skr4": "13-",
  "skc5": "1",
  "skn5": "Familiarity: Demolitions",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: stands up for workers no matter who's watching (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: public identity, her family is easy to find (Frequently, Major)",
  "cop3": "15",
  "cod3": "Hunted: a corrupt construction tycoon (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: can't control her strength when angry (Frequently, Slightly Impairing)",
  "cop5": "15",
  "cod5": "Dependent NPC: her elderly mother (Infrequently 8-, Incompetent)"
 },
 "Bodega": {
  "name": "Bodega",
  "player": "",
  "concept": "Boxing Vigilante; Rafael Quiñones, corner-store owner",
  "campaign": "Street Level: 350 Points",
  "basePts": "300",
  "xp": "0",
  "stunNow": "50",
  "bodyNow": "20",
  "endNow": "50",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Fire-Escape Line, 2 END)",
  "combatNotes": "Attacks: Counterpunch: Blast 10d6 normal damage, ranged, OCV 8 vs DCV, 5 END.\nPunch: 5½d6 normal damage (STR 28, 3 END at full STR). Presence Attack: 4d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 253 + Powers 63 + Skills 34 = 350 (300 + 50 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "50",
  "background": "A former Golden Gloves boxer who runs the corner store his grandmother opened. When the protection racket came back to the block, he taped his hands and went out after dark.",
  "tactics": "Padded Jacket: A motorcycle jacket lined with ballistic plates from an army-surplus store.\nCounterpunch: A weighted sap he throws with a boxer's aim; he has to go and pick it up again.\nFire-Escape Line: A grappling line he fires from rooftop to rooftop.",
  "campaignUse": "Four street-level vigilantes on one GM's lower budget: 300 base points plus up to 50 points of Complications, 350 in all. Few powers, lots of skills, and gear that can be taken away.",
  "notes": "From Sample Characters, Street Level: 350 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "28",
  "dex": "23",
  "con": "26",
  "int": "20",
  "ego": "21",
  "pre": "20",
  "ocv": "8",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "19",
  "ed": "17",
  "rec": "14",
  "end": "50",
  "body": "20",
  "stun": "50",
  "pwc1": "28",
  "pwn1": "Padded Jacket",
  "pwd1": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe1": "0",
  "pwc2": "25",
  "pwn2": "Counterpunch",
  "pwd2": "Blast 10d6, OAF (−1); 50 Active Points, 25 Real",
  "pwe2": "5",
  "pwc3": "10",
  "pwn3": "Fire-Escape Line",
  "pwd3": "Flight 20m, OAF (−1); 20 Active Points, 10 Real",
  "pwe3": "2",
  "skc1": "3",
  "skn1": "Streetwise",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Breakfall",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Interrogation",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Stealth",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Paramedics",
  "skr6": "13-",
  "skc7": "3",
  "skn7": "Climbing",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Shadowing",
  "skr8": "13-",
  "skc9": "3",
  "skn9": "Conversation",
  "skr9": "13-",
  "skc10": "3",
  "skn10": "Deduction",
  "skr10": "13-",
  "skc11": "3",
  "skn11": "Criminology",
  "skr11": "13-",
  "skc12": "1",
  "skn12": "Familiarity: Acrobatics",
  "skr12": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: protects the block above everything (Common, Strong)",
  "cop2": "15",
  "cod2": "Hunted: the Fourth Street protection racket (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop3": "10",
  "cod3": "Social Complication: Secret Identity (Frequently, Minor)",
  "cop4": "10",
  "cod4": "Dependent NPC: his grandmother (Infrequently 8-, Normal)"
 },
 "Tin Saint": {
  "name": "Tin Saint",
  "player": "",
  "concept": "Armored Ex-Nun; Bernadette O'Malley, soup-kitchen manager",
  "campaign": "Street Level: 350 Points",
  "basePts": "300",
  "xp": "0",
  "stunNow": "50",
  "bodyNow": "17",
  "endNow": "50",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Shield Bash: Blast 12d6 normal damage, ranged, OCV 8 vs DCV, 6 END; Kitchen-Gas Flare: Blast 8d6 normal damage, ranged, Penetrating, OCV 8 vs DCV, 6 END.\nPunch: 4d6 normal damage (STR 22, 2 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 230 + Powers 92 + Skills 28 = 350 (300 + 50 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "50",
  "background": "A former nun who welded herself a suit of armor out of salvaged stop signs and kitchen steel. She guards the shelter she runs and preaches at the people she knocks down.",
  "tactics": "Stop-Sign Armor: Welded steel plates painted with prayers and road warnings.\nShield Bash: A riot shield made from a manhole cover, thrown or swung.\nKitchen-Gas Flare: A modified blowtorch that always singes something.",
  "campaignUse": "Four street-level vigilantes on one GM's lower budget: 300 base points plus up to 50 points of Complications, 350 in all. Few powers, lots of skills, and gear that can be taken away.",
  "notes": "From Sample Characters, Street Level: 350 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "22",
  "dex": "23",
  "con": "23",
  "int": "20",
  "ego": "18",
  "pre": "20",
  "ocv": "8",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "16",
  "ed": "15",
  "rec": "11",
  "end": "50",
  "body": "17",
  "stun": "50",
  "pwc1": "32",
  "pwn1": "Stop-Sign Armor",
  "pwd1": "Resistant Protection 16 PD / 16 ED, OIF (−½); 48 Active Points, 32 Real",
  "pwe1": "0",
  "pwc2": "30",
  "pwn2": "Shield Bash",
  "pwd2": "Blast 12d6, OAF (−1); 60 Active Points, 30 Real",
  "pwe2": "6",
  "pwc3": "30",
  "pwn3": "Kitchen-Gas Flare",
  "pwd3": "Blast 8d6, Penetrating (+½), OAF (−1); 60 Active Points, 30 Real",
  "pwe3": "6",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Oratory",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Paramedics",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Mechanics",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Conversation",
  "skr5": "13-",
  "skc6": "3",
  "skn6": "Interrogation",
  "skr6": "13-",
  "skc7": "3",
  "skn7": "Deduction",
  "skr7": "13-",
  "skc8": "3",
  "skn8": "Survival",
  "skr8": "13-",
  "skc9": "3",
  "skn9": "Climbing",
  "skr9": "14-",
  "skc10": "1",
  "skn10": "Familiarity: Streetwise",
  "skr10": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: can't turn away anyone who needs shelter (Common, Total)",
  "cop2": "15",
  "cod2": "Hunted: a slumlord's hired muscle (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop3": "15",
  "cod3": "Physical Complication: the armor is slow and loud (Frequently, Greatly Impairing)"
 },
 "Underpass": {
  "name": "Underpass",
  "player": "",
  "concept": "Skateboard Courier; Kemal Aydın, bicycle courier",
  "campaign": "Street Level: 350 Points",
  "basePts": "300",
  "xp": "0",
  "stunNow": "46",
  "bodyNow": "18",
  "endNow": "50",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Rocket Deck, 4 END)",
  "combatNotes": "Attacks: Bolas: Blast 10d6 normal damage, ranged, OCV 8 vs DCV, 5 END.\nPunch: 4½d6 normal damage (STR 23, 2 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 247 + Powers 69 + Skills 34 = 350 (300 + 50 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "50",
  "background": "A courier who knows every alley, rooftop and drainage tunnel in the city. He carries messages for people who can't trust the phones and fights only when he can't outrun trouble.",
  "tactics": "Courier Armor: Knee pads, elbow pads and a vest with a little more in it than foam.\nRocket Deck: A skateboard with a salvaged drone motor that can, briefly, fly.\nBolas: Weighted lines he throws at the legs of anyone chasing him.",
  "campaignUse": "Four street-level vigilantes on one GM's lower budget: 300 base points plus up to 50 points of Complications, 350 in all. Few powers, lots of skills, and gear that can be taken away.",
  "notes": "From Sample Characters, Street Level: 350 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "23",
  "dex": "23",
  "con": "26",
  "int": "22",
  "ego": "21",
  "pre": "23",
  "ocv": "8",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "17",
  "ed": "17",
  "rec": "14",
  "end": "50",
  "body": "18",
  "stun": "46",
  "pwc1": "24",
  "pwn1": "Courier Armor",
  "pwd1": "Resistant Protection 12 PD / 12 ED, OIF (−½); 36 Active Points, 24 Real",
  "pwe1": "0",
  "pwc2": "20",
  "pwn2": "Rocket Deck",
  "pwd2": "Flight 40m, OAF (−1); 40 Active Points, 20 Real",
  "pwe2": "4",
  "pwc3": "25",
  "pwn3": "Bolas",
  "pwd3": "Blast 10d6, OAF (−1); 50 Active Points, 25 Real",
  "pwe3": "5",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Stealth",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Climbing",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Navigation",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Streetwise",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Breakfall",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Combat Driving",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Shadowing",
  "skr8": "13-",
  "skc9": "3",
  "skn9": "Security Systems",
  "skr9": "13-",
  "skc10": "3",
  "skn10": "Sleight of Hand",
  "skr10": "14-",
  "skc11": "3",
  "skn11": "Persuasion",
  "skr11": "14-",
  "skc12": "1",
  "skn12": "Familiarity: Lockpicking",
  "skr12": "8-",
  "cop1": "20",
  "cod1": "Hunted: a smuggling crew whose package he refused to deliver (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop2": "15",
  "cod2": "Psychological Complication: never breaks a client's confidence (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: undocumented and avoids the police (Frequently, Major)"
 },
 "Redline": {
  "name": "Redline",
  "player": "",
  "concept": "Getaway-Driver Turned Rescuer; Joanna Kruk, paramedic driver",
  "campaign": "Street Level: 350 Points",
  "basePts": "300",
  "xp": "0",
  "stunNow": "46",
  "bodyNow": "20",
  "endNow": "50",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Siren Blast: Blast 12d6 normal damage, ranged, OCV 8 vs DCV, 6 END.\nPunch: 4½d6 normal damage (STR 23, 2 END at full STR). Presence Attack: 4½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 254 + Powers 62 + Skills 34 = 350 (300 + 50 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "50",
  "background": "An ambulance driver who used to drive getaways for her uncle's crew. Now her armored ambulance arrives first at every superhuman disaster, and she drives through things that should stop it.",
  "tactics": "Rescue Rig: A fire-retardant armored jumpsuit with a built-in harness.\nSiren Blast: A modified siren that knocks people flat at close range.",
  "campaignUse": "Four street-level vigilantes on one GM's lower budget: 300 base points plus up to 50 points of Complications, 350 in all. Few powers, lots of skills, and gear that can be taken away.",
  "notes": "From Sample Characters, Street Level: 350 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "23",
  "dex": "23",
  "con": "26",
  "int": "23",
  "ego": "21",
  "pre": "23",
  "ocv": "8",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "19",
  "ed": "17",
  "rec": "16",
  "end": "50",
  "body": "20",
  "stun": "46",
  "pwc1": "32",
  "pwn1": "Rescue Rig",
  "pwd1": "Resistant Protection 16 PD / 16 ED, OIF (−½); 48 Active Points, 32 Real",
  "pwe1": "0",
  "pwc2": "30",
  "pwn2": "Siren Blast",
  "pwd2": "Blast 12d6, OAF (−1); 60 Active Points, 30 Real",
  "pwe2": "6",
  "skc1": "3",
  "skn1": "Combat Driving",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Paramedics",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Mechanics",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Navigation",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Streetwise",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Persuasion",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Electronics",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Climbing",
  "skr8": "14-",
  "skc9": "3",
  "skn9": "Interrogation",
  "skr9": "14-",
  "skc10": "3",
  "skn10": "Deduction",
  "skr10": "14-",
  "skc11": "3",
  "skn11": "Bureaucratics",
  "skr11": "14-",
  "skc12": "1",
  "skn12": "Familiarity: Combat Piloting",
  "skr12": "8-",
  "cop1": "15",
  "cod1": "Social Complication: criminal record (Frequently, Major)",
  "cop2": "20",
  "cod2": "Hunted: her uncle's crew (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop3": "15",
  "cod3": "Psychological Complication: will drive into anything to save a life (Common, Strong)"
 },
 "Grand Ward": {
  "name": "Grand Ward",
  "player": "",
  "concept": "Veteran Force-Field Hero; Hamid Karimi, retired architect",
  "campaign": "Veterans: 500 Points",
  "basePts": "325",
  "xp": "100",
  "stunNow": "70",
  "bodyNow": "18",
  "endNow": "80",
  "rpd": "28",
  "red": "28",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Lift Platform, 4 END)",
  "combatNotes": "Attacks: Girder Bolt: Blast 14d6 normal damage, ranged, OCV 10 vs DCV, 7 END.\nPunch: 2½d6 normal damage (STR 14, 1 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 290 + Powers 194 + Skills 16 = 500 (325 + 75 from Complications + 100 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A retired architect who has been shielding the city for twenty years. He builds walls of force the way he once designed buildings, carefully and to last.",
  "tactics": "Keystone Barrier: A blue-white shell of force shaped like a vaulted roof.\nGirder Bolt: A beam of solid force like a thrown steel girder.\nLift Platform: He stands on a floating slab of force.",
  "campaignUse": "Four experienced heroes: the standard 325 base points and 75 points of Complications, plus 100 Experience Points earned in play.",
  "notes": "From Sample Characters, Veterans: 500 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "14",
  "dex": "26",
  "con": "25",
  "int": "24",
  "ego": "18",
  "pre": "23",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "8",
  "spd": "6",
  "pd": "15",
  "ed": "17",
  "rec": "15",
  "end": "80",
  "body": "18",
  "stun": "70",
  "pwc1": "84",
  "pwn1": "Keystone Barrier",
  "pwd1": "Resistant Protection 28 PD / 28 ED; 84 Active Points, 84 Real",
  "pwe1": "0",
  "pwc2": "70",
  "pwn2": "Girder Bolt",
  "pwd2": "Blast 14d6; 70 Active Points, 70 Real",
  "pwe2": "7",
  "pwc3": "40",
  "pwn3": "Lift Platform",
  "pwd3": "Flight 40m; 40 Active Points, 40 Real",
  "pwe3": "4",
  "skc1": "3",
  "skn1": "Science Skill: Architecture",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Tactics",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Teamwork",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Deduction",
  "skr5": "14-",
  "skc6": "1",
  "skn6": "Familiarity: Mechanics",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Psychological Complication: shields others first (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: Professor Null (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Social Complication: public identity (Frequently, Minor)",
  "cop5": "10",
  "cod5": "Physical Complication: arthritic hands (Frequently, Slightly Impairing)"
 },
 "Copperline": {
  "name": "Copperline",
  "player": "",
  "concept": "Veteran Lightning Powerhouse; Odessa Grant, line engineer",
  "campaign": "Veterans: 500 Points",
  "basePts": "325",
  "xp": "100",
  "stunNow": "58",
  "bodyNow": "15",
  "endNow": "70",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 50m (Storm Ride, 5 END)",
  "combatNotes": "Attacks: Thunderhead Strike: Blast 14d6 normal damage, ranged, OCV 10 vs DCV, 7 END; Crown of Arcs: Blast 10d6 normal damage, ranged, Penetrating, OCV 10 vs DCV, 7 END.\nPunch: 2d6 normal damage (STR 12, 1 END at full STR). Presence Attack: 4d6.\nMovement: Flight 50m, 5 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 256 + Powers 234 + Skills 10 = 500 (325 + 75 from Complications + 100 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A storm-chasing line engineer who has been throwing lightning for fifteen years. She's mentored half the electric heroes in the country and still hits harder than all of them.",
  "tactics": "Thunderhead Strike: A bolt that comes down from a clear sky.\nCrown of Arcs: A crown of lightning she flings with both hands; it always gets through.\nLightning Skin: Arcs crawl over her skin and ground out every blow.\nStorm Ride: She rides the leading edge of a storm.",
  "campaignUse": "Four experienced heroes: the standard 325 base points and 75 points of Complications, plus 100 Experience Points earned in play.",
  "notes": "From Sample Characters, Veterans: 500 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "12",
  "dex": "26",
  "con": "25",
  "int": "18",
  "ego": "15",
  "pre": "20",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "13",
  "ed": "16",
  "rec": "12",
  "end": "70",
  "body": "15",
  "stun": "58",
  "pwc1": "70",
  "pwn1": "Thunderhead Strike",
  "pwd1": "Blast 14d6; 70 Active Points, 70 Real",
  "pwe1": "7",
  "pwc2": "60",
  "pwn2": "Crown of Arcs",
  "pwd2": "Blast 10d6, Penetrating (+½), Gestures (−¼); 75 Active Points, 60 Real",
  "pwe2": "7",
  "pwc3": "54",
  "pwn3": "Lightning Skin",
  "pwd3": "Resistant Protection 18 PD / 18 ED; 54 Active Points, 54 Real",
  "pwe3": "0",
  "pwc4": "50",
  "pwn4": "Storm Ride",
  "pwd4": "Flight 50m; 50 Active Points, 50 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Electronics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Tactics",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Navigation",
  "skr4": "8-",
  "cop1": "15",
  "cod1": "Vulnerability: water attacks (1½× STUN and 2× BODY, Uncommon)",
  "cop2": "15",
  "cod2": "Psychological Complication: overprotective mentor (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: Doldrum (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: public identity (Frequently, Major)",
  "cop5": "10",
  "cod5": "Rivalry: Fulgur (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Old Iron": {
  "name": "Old Iron",
  "player": "",
  "concept": "Veteran Brick; Bogdan Petrescu, retired wrestler",
  "campaign": "Veterans: 500 Points",
  "basePts": "325",
  "xp": "100",
  "stunNow": "94",
  "bodyNow": "23",
  "endNow": "85",
  "rpd": "24",
  "red": "24",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Ring-Out: Blast 12d6 normal damage, ranged, OCV 10 vs DCV, 6 END.\nPunch: 16d6 normal damage (STR 80, 8 END at full STR). Presence Attack: 4½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 367 + Powers 120 + Skills 13 = 500 (325 + 75 from Complications + 100 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former professional wrestler who took his first hit from a supervillain in 1998 and is still standing. He's slower now, but nothing on the block hits harder.",
  "tactics": "Iron Hide: Skin like a ship's hull.\nRing-Out: He rips up a lamppost or a bus shelter and throws it.",
  "campaignUse": "Four experienced heroes: the standard 325 base points and 75 points of Complications, plus 100 Experience Points earned in play.",
  "notes": "From Sample Characters, Veterans: 500 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "80",
  "dex": "22",
  "con": "35",
  "int": "13",
  "ego": "15",
  "pre": "23",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "5",
  "pd": "24",
  "ed": "22",
  "rec": "19",
  "end": "85",
  "body": "23",
  "stun": "94",
  "pwc1": "72",
  "pwn1": "Iron Hide",
  "pwd1": "Resistant Protection 24 PD / 24 ED; 72 Active Points, 72 Real",
  "pwe1": "0",
  "pwc2": "48",
  "pwn2": "Ring-Out",
  "pwd2": "Blast 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe2": "6",
  "skc1": "3",
  "skn1": "Teamwork",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Acting",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Breakfall",
  "skr4": "13-",
  "skc5": "1",
  "skn5": "Familiarity: Climbing",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: never backs down from a challenge (Common, Total)",
  "cop2": "10",
  "cod2": "Physical Complication: bad knees (Frequently, Slightly Impairing)",
  "cop3": "20",
  "cod3": "Hunted: Vask's Vorr scouts (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: public identity (Frequently, Major)",
  "cop5": "10",
  "cod5": "Dependent NPC: his grandson (Infrequently 8-, Normal)"
 },
 "Quill": {
  "name": "Quill",
  "player": "",
  "concept": "Veteran Telepath; Akosua Boateng, investigative journalist",
  "campaign": "Veterans: 500 Points",
  "basePts": "325",
  "xp": "100",
  "stunNow": "48",
  "bodyNow": "14",
  "endNow": "50",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Deep Read: Telepathy 16d6, OMCV 12 vs DMCV, effect against EGO, 8 END; Editor's Pen: Mind Control 14d6, OMCV 12 vs DMCV, effect against EGO, 7 END; Byline: Blast 10d6 normal damage, ranged, OCV 7 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 259 + Powers 222 + Skills 19 = 500 (325 + 75 from Complications + 100 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An investigative journalist who has spent a decade reading the minds of the people she interviews. She brings down crime bosses with headlines and, when necessary, a thought.",
  "tactics": "Deep Read: She reads memories as easily as surface thoughts.\nEditor's Pen: She taps a pen against her temple and the target does what she writes.\nByline: A hammer of pure mental force.\nPress Shield: Attacks swerve as she reads them coming.",
  "campaignUse": "Four experienced heroes: the standard 325 base points and 75 points of Complications, plus 100 Experience Points earned in play.",
  "notes": "From Sample Characters, Veterans: 500 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "21",
  "con": "22",
  "int": "23",
  "ego": "30",
  "pre": "23",
  "ocv": "7",
  "dcv": "8",
  "omcv": "12",
  "dmcv": "12",
  "spd": "5",
  "pd": "11",
  "ed": "13",
  "rec": "10",
  "end": "50",
  "body": "14",
  "stun": "48",
  "pwc1": "80",
  "pwn1": "Deep Read",
  "pwd1": "Telepathy 16d6; 80 Active Points, 80 Real",
  "pwe1": "8",
  "pwc2": "56",
  "pwn2": "Editor's Pen",
  "pwd2": "Mind Control 14d6, Gestures (−¼); 70 Active Points, 56 Real",
  "pwe2": "7",
  "pwc3": "50",
  "pwn3": "Byline",
  "pwd3": "Blast 10d6; 50 Active Points, 50 Real",
  "pwe3": "5",
  "pwc4": "36",
  "pwn4": "Press Shield",
  "pwd4": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe4": "0",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Deduction",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Interrogation",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Conversation",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Computer Programming",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Bureaucratics",
  "skr6": "14-",
  "skc7": "1",
  "skn7": "Familiarity: High Society",
  "skr7": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: must publish the truth (Common, Total)",
  "cop2": "20",
  "cod2": "Hunted: Velvet (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop3": "15",
  "cod3": "Social Complication: public figure (Frequently, Major)",
  "cop4": "10",
  "cod4": "Rivalry: a rival newspaper (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)",
  "cop5": "10",
  "cod5": "Physical Complication: hears thoughts she'd rather not (Frequently, Slightly Impairing)"
 },
 "Bellwether": {
  "name": "Bellwether",
  "player": "",
  "concept": "Veteran Team Leader; Dame Philippa Ashcombe, former diplomat",
  "campaign": "Veterans: 600 Points",
  "basePts": "325",
  "xp": "200",
  "stunNow": "60",
  "bodyNow": "15",
  "endNow": "60",
  "rpd": "24",
  "red": "24",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 60m (Highflight, 6 END)",
  "combatNotes": "Attacks: Clarion: Blast 16d6 normal damage, ranged, Armor Piercing, OCV 10 vs DCV, 10 END; Rally Call: Telepathy 10d6, OMCV 5 vs DMCV, effect against EGO, 5 END.\nPunch: 5d6 normal damage (STR 25, 2 END at full STR). Presence Attack: 5½d6.\nMovement: Flight 60m, 6 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 296 + Powers 282 + Skills 22 = 600 (325 + 75 from Complications + 200 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former diplomat who has led three different hero teams. She flies, she fights and she negotiates, and she's usually doing all three at once.",
  "tactics": "Command Aura: A golden glow that turns blows aside.\nClarion: A ringing blast of golden light that cuts through armor.\nHighflight: She flies above the battle to see it whole.\nRally Call: She speaks into every ally's mind at once.",
  "campaignUse": "Four heavyweight veterans: 325 base points, 75 points of Complications and 200 Experience Points.",
  "notes": "From Sample Characters, Veterans: 600 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "25",
  "dex": "24",
  "con": "27",
  "int": "23",
  "ego": "20",
  "pre": "28",
  "ocv": "10",
  "dcv": "8",
  "omcv": "5",
  "dmcv": "7",
  "spd": "7",
  "pd": "15",
  "ed": "15",
  "rec": "12",
  "end": "60",
  "body": "15",
  "stun": "60",
  "pwc1": "72",
  "pwn1": "Command Aura",
  "pwd1": "Resistant Protection 24 PD / 24 ED; 72 Active Points, 72 Real",
  "pwe1": "0",
  "pwc2": "100",
  "pwn2": "Clarion",
  "pwd2": "Blast 16d6, Armor Piercing (+¼); 100 Active Points, 100 Real",
  "pwe2": "10",
  "pwc3": "60",
  "pwn3": "Highflight",
  "pwd3": "Flight 60m; 60 Active Points, 60 Real",
  "pwe3": "6",
  "pwc4": "50",
  "pwn4": "Rally Call",
  "pwd4": "Telepathy 10d6; 50 Active Points, 50 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Persuasion",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Oratory",
  "skr4": "15-",
  "skc5": "3",
  "skn5": "High Society",
  "skr5": "15-",
  "skc6": "3",
  "skn6": "Bureaucratics",
  "skr6": "15-",
  "skc7": "3",
  "skn7": "Deduction",
  "skr7": "14-",
  "skc8": "1",
  "skn8": "Familiarity: Navigation",
  "skr8": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: duty to the team above herself (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: public figure (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Hollow King (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Rivalry: a rival team leader (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)",
  "cop5": "10",
  "cod5": "Physical Complication: an old wound that aches in the cold (Frequently, Slightly Impairing)"
 },
 "Stonefather": {
  "name": "Stonefather",
  "player": "",
  "concept": "Lava Brick; Ikaika Palakiko, volcanologist",
  "campaign": "Veterans: 600 Points",
  "basePts": "325",
  "xp": "200",
  "stunNow": "98",
  "bodyNow": "24",
  "endNow": "90",
  "rpd": "30",
  "red": "30",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Lava Fist: Hand-to-Hand Killing Attack 3d6, +1 Damage Class per 5 STR used, up to 6d6, OCV 10 vs DCV, 4 END; Eruption: Blast 14d6 normal damage, ranged, OCV 10 vs DCV, 7 END.\nPunch: 18d6 normal damage (STR 90, 9 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 399 + Powers 191 + Skills 10 = 600 (325 + 75 from Complications + 200 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A volcanologist who fell into a lava tube and climbed out made of basalt with fire for blood. He's patient, enormous and almost impossible to stop.",
  "tactics": "Basalt Body: Black volcanic rock with a glowing core.\nLava Fist: Molten rock that sears through armor.\nEruption: He punches the ground and the street erupts.",
  "campaignUse": "Four heavyweight veterans: 325 base points, 75 points of Complications and 200 Experience Points.",
  "notes": "From Sample Characters, Veterans: 600 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Lava Fist).\nCorrected: cold attacks are Common, so a 15-point Vulnerability is not possible: it is now 20 (1½× STUN and 1½× BODY) and Thaw (500 points against his 600) is a Less Pow Hunted worth 5 instead of 10 (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "90",
  "dex": "22",
  "con": "40",
  "int": "18",
  "ego": "18",
  "pre": "22",
  "ocv": "10",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "25",
  "ed": "24",
  "rec": "20",
  "end": "90",
  "body": "24",
  "stun": "98",
  "pwc1": "90",
  "pwn1": "Basalt Body",
  "pwd1": "Resistant Protection 30 PD / 30 ED; 90 Active Points, 90 Real",
  "pwe1": "0",
  "pwc2": "45",
  "pwn2": "Lava Fist",
  "pwd2": "Killing Attack - Hand-To-Hand 3d6; 45 Active Points, 45 Real",
  "pwe2": "4",
  "pwc3": "56",
  "pwn3": "Eruption",
  "pwd3": "Blast 14d6, Gestures (−¼); 70 Active Points, 56 Real",
  "pwe3": "7",
  "skc1": "3",
  "skn1": "Science Skill: Volcanology",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Survival",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Teamwork",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Climbing",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Distinctive Features: made of glowing volcanic rock (Not Concealable, Always Noticed and Causes Major Reaction)",
  "cop2": "15",
  "cod2": "Physical Complication: too hot to touch (Frequently, Greatly Impairing)",
  "cop3": "20",
  "cod3": "Vulnerability: cold attacks (1½× STUN and 1½× BODY, Common)",
  "cop4": "15",
  "cod4": "Psychological Complication: slow to anger, impossible to calm (Common, Strong)",
  "cop5": "5",
  "cod5": "Hunted: Thaw (Infrequently 8-, Less Pow, Harshly Punish)"
 },
 "Lexicon": {
  "name": "Lexicon",
  "player": "",
  "concept": "Veteran Sorceress; Dr. Ilse Brandvold, linguist",
  "campaign": "Veterans: 600 Points",
  "basePts": "325",
  "xp": "200",
  "stunNow": "80",
  "bodyNow": "19",
  "endNow": "100",
  "rpd": "26",
  "red": "26",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Word of Rising, 4 END)",
  "combatNotes": "Attacks: First Word: Blast 18d6 normal damage, ranged, OCV 9 vs DCV, 9 END; Word of Binding: Mind Control 16d6, OMCV 14 vs DMCV, effect against EGO, 8 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 5½d6.\nRequires a Roll: roll 11- on 3d6 each time the power is used, or it fails for that Phase (the END is still spent).\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 396 + Powers 191 + Skills 13 = 600 (325 + 75 from Complications + 200 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A linguist who found the first words humans ever spoke and that they still work. Every spell she casts is a word that hasn't been heard in ten thousand years.",
  "tactics": "First Word: A syllable that shatters stone.\nWord of Warding: A shell of glowing letters.\nWord of Rising: She speaks and the air holds her up.\nWord of Binding: The oldest command: stop.",
  "campaignUse": "Four heavyweight veterans: 325 base points, 75 points of Complications and 200 Experience Points.",
  "notes": "From Sample Characters, Veterans: 600 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Requires a Roll taken as a flat 11- roll (−½).",
  "str": "15",
  "dex": "28",
  "con": "28",
  "int": "25",
  "ego": "35",
  "pre": "28",
  "ocv": "9",
  "dcv": "10",
  "omcv": "14",
  "dmcv": "14",
  "spd": "6",
  "pd": "21",
  "ed": "22",
  "rec": "18",
  "end": "100",
  "body": "19",
  "stun": "80",
  "pwc1": "51",
  "pwn1": "First Word",
  "pwd1": "Blast 18d6, Incantations (−¼), Requires a Roll (11- roll; −½); 90 Active Points, 51 Real",
  "pwe1": "9",
  "pwc2": "62",
  "pwn2": "Word of Warding",
  "pwd2": "Resistant Protection 26 PD / 26 ED, Incantations (−¼); 78 Active Points, 62 Real",
  "pwe2": "0",
  "pwc3": "32",
  "pwn3": "Word of Rising",
  "pwd3": "Flight 40m, Incantations (−¼); 40 Active Points, 32 Real",
  "pwe3": "4",
  "pwc4": "46",
  "pwn4": "Word of Binding",
  "pwd4": "Mind Control 16d6, Incantations (−¼), Requires a Roll (11- roll; −½); 80 Active Points, 46 Real",
  "pwe4": "8",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Deduction",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Oratory",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Conversation",
  "skr4": "15-",
  "skc5": "1",
  "skn5": "Familiarity: Navigation",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: powerless if gagged or silenced (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Psychological Complication: obsessed with lost languages (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: the Hollow King (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Social Complication: academic reputation at stake (Frequently, Minor)",
  "cop5": "10",
  "cod5": "Rivalry: Magister Oduya (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Coriolis": {
  "name": "Coriolis",
  "player": "",
  "concept": "Veteran Wind Speedster; Mateus Sousa, Olympic sprinter",
  "campaign": "Veterans: 600 Points",
  "basePts": "325",
  "xp": "200",
  "stunNow": "70",
  "bodyNow": "19",
  "endNow": "95",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 80m (Wind Runner, 8 END)",
  "combatNotes": "Attacks: Spiral Strike: Blast 14d6 normal damage, no range (melee), OCV 12 vs DCV, 7 END; Pressure Drop: Blast 12d6 normal damage, ranged, Armor Piercing, OCV 12 vs DCV, 7 END.\nPunch: 4d6 normal damage (STR 22, 2 END at full STR). Presence Attack: 4d6.\nMovement: Flight 80m, 8 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 340 + Powers 247 + Skills 13 = 600 (325 + 75 from Complications + 200 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A sprinter who outran a hurricane and became part of it. He moves on spiraling winds and hits a dozen times before anyone sees him move.",
  "tactics": "Spiral Strike: A hundred punches carried on a whirlwind.\nCyclone Wall: A wall of wind that throws attacks aside.\nWind Runner: He runs on the wind itself, faster than anything on the ground.\nPressure Drop: He tears the air out from around a target.",
  "campaignUse": "Four heavyweight veterans: 325 base points, 75 points of Complications and 200 Experience Points.",
  "notes": "From Sample Characters, Veterans: 600 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Spiral Strike is a flurry of punches, so its Blast takes No Range (−½); the 23 points freed buy +1 SPD, +1 OCV, +1 DCV and +3 STR (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "22",
  "dex": "28",
  "con": "28",
  "int": "15",
  "ego": "15",
  "pre": "21",
  "ocv": "12",
  "dcv": "11",
  "omcv": "3",
  "dmcv": "9",
  "spd": "8",
  "pd": "17",
  "ed": "17",
  "rec": "15",
  "end": "95",
  "body": "19",
  "stun": "70",
  "pwc1": "47",
  "pwn1": "Spiral Strike",
  "pwd1": "Blast 14d6, No Range (−½); 70 Active Points, 47 Real",
  "pwe1": "7",
  "pwc2": "60",
  "pwn2": "Cyclone Wall",
  "pwd2": "Resistant Protection 20 PD / 20 ED; 60 Active Points, 60 Real",
  "pwe2": "0",
  "pwc3": "80",
  "pwn3": "Wind Runner",
  "pwd3": "Flight 80m; 80 Active Points, 80 Real",
  "pwe3": "8",
  "pwc4": "60",
  "pwn4": "Pressure Drop",
  "pwd4": "Blast 12d6, Armor Piercing (+¼), Gestures (−¼); 75 Active Points, 60 Real",
  "pwe4": "7",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "15-",
  "skc3": "3",
  "skn3": "Breakfall",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Navigation",
  "skr4": "12-",
  "skc5": "1",
  "skn5": "Familiarity: Persuasion",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: can't sit still or wait (Common, Total)",
  "cop2": "15",
  "cod2": "Physical Complication: burns through food and sleep (Frequently, Greatly Impairing)",
  "cop3": "20",
  "cod3": "Hunted: Doldrum (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Social Complication: Secret Identity (Frequently, Minor)",
  "cop5": "10",
  "cod5": "Rivalry: Sprint (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Everstar": {
  "name": "Everstar",
  "player": "",
  "concept": "Cosmic Flying Brick; Abeni Oyelowo, former airline pilot",
  "campaign": "Veterans: 750 Points",
  "basePts": "325",
  "xp": "350",
  "stunNow": "118",
  "bodyNow": "23",
  "endNow": "80",
  "rpd": "30",
  "red": "30",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 100m (Escape Velocity, 10 END)",
  "combatNotes": "Attacks: Meteor Dive: Blast 16d6 normal damage, no range (melee), OCV 13 vs DCV, 8 END.\nPunch: 19d6 normal damage (STR 95, 9 END at full STR). Presence Attack: 5½d6.\nMovement: Flight 100m, 10 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 491 + Powers 243 + Skills 16 = 750 (325 + 75 from Complications + 350 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An airline pilot who flew through a falling star and came out wearing it. She has lifted a sinking ferry, thrown a meteor back into orbit and still checks her mirrors.",
  "tactics": "Starborn Skin: Starlight hardens her skin to diamond.\nMeteor Dive: She hits the ground like a falling star.\nEscape Velocity: She flies fast enough to reach orbit.",
  "campaignUse": "Four of the most powerful heroes on Earth: 325 base points, 75 points of Complications and 350 Experience Points. Use them as allies for a high-powered campaign or as the yardstick that 400-point heroes grow towards.",
  "notes": "From Sample Characters, Veterans: 750 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Meteor Dive hits in person, so its Blast takes No Range (−½); the 27 points freed buy +1 SPD, +1 OCV, +1 DCV and +14 STUN (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "95",
  "dex": "26",
  "con": "42",
  "int": "18",
  "ego": "20",
  "pre": "28",
  "ocv": "13",
  "dcv": "11",
  "omcv": "5",
  "dmcv": "7",
  "spd": "8",
  "pd": "26",
  "ed": "26",
  "rec": "20",
  "end": "80",
  "body": "23",
  "stun": "118",
  "pwc1": "90",
  "pwn1": "Starborn Skin",
  "pwd1": "Resistant Protection 30 PD / 30 ED; 90 Active Points, 90 Real",
  "pwe1": "0",
  "pwc2": "53",
  "pwn2": "Meteor Dive",
  "pwd2": "Blast 16d6, No Range (−½); 80 Active Points, 53 Real",
  "pwe2": "8",
  "pwc3": "100",
  "pwn3": "Escape Velocity",
  "pwd3": "Flight 100m; 100 Active Points, 100 Real",
  "pwe3": "10",
  "skc1": "3",
  "skn1": "Combat Piloting",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Navigation",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Tactics",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Teamwork",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Persuasion",
  "skr5": "15-",
  "skc6": "1",
  "skn6": "Familiarity: Systems Operation",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "20",
  "cod2": "Social Complication: the most famous face on Earth (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: Vask, Hegemon of the Vorr (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Dependent NPC: her wife (Frequently 11-, Normal)"
 },
 "Calm Front": {
  "name": "Calm Front",
  "player": "",
  "concept": "Weather Controller; Hikari Mori, meteorologist",
  "campaign": "Veterans: 750 Points",
  "basePts": "325",
  "xp": "350",
  "stunNow": "88",
  "bodyNow": "22",
  "endNow": "115",
  "rpd": "26",
  "red": "26",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 80m (Jetstream, 8 END)",
  "combatNotes": "Attacks: Heaven's Hammer: Blast 18d6 normal damage, ranged, OCV 12 vs DCV, 9 END; Hailspear: Ranged Killing Attack 4d6, Penetrating, OCV 12 vs DCV, 9 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 5d6.\nMovement: Flight 80m, 8 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 417 + Powers 320 + Skills 13 = 750 (325 + 75 from Complications + 350 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A meteorologist who reached into a typhoon to save a ship and came back speaking its language. She rarely raises her voice; she doesn't need to.",
  "tactics": "Heaven's Hammer: A lightning strike called from a clear sky.\nHailspear: A spear of ice dropped from the cloud layer.\nEye of the Storm: Nothing moves in the calm around her.\nJetstream: She rides the jet stream.",
  "campaignUse": "Four of the most powerful heroes on Earth: 325 base points, 75 points of Complications and 350 Experience Points. Use them as allies for a high-powered campaign or as the yardstick that 400-point heroes grow towards.",
  "notes": "From Sample Characters, Veterans: 750 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Hailspear).",
  "str": "15",
  "dex": "30",
  "con": "30",
  "int": "29",
  "ego": "25",
  "pre": "26",
  "ocv": "12",
  "dcv": "11",
  "omcv": "5",
  "dmcv": "10",
  "spd": "8",
  "pd": "25",
  "ed": "27",
  "rec": "21",
  "end": "115",
  "body": "22",
  "stun": "88",
  "pwc1": "90",
  "pwn1": "Heaven's Hammer",
  "pwd1": "Blast 18d6; 90 Active Points, 90 Real",
  "pwe1": "9",
  "pwc2": "72",
  "pwn2": "Hailspear",
  "pwd2": "Killing Attack - Ranged 4d6, Penetrating (+½), Gestures (−¼); 90 Active Points, 72 Real",
  "pwe2": "9",
  "pwc3": "78",
  "pwn3": "Eye of the Storm",
  "pwd3": "Resistant Protection 26 PD / 26 ED; 78 Active Points, 78 Real",
  "pwe3": "0",
  "pwc4": "80",
  "pwn4": "Jetstream",
  "pwd4": "Flight 80m; 80 Active Points, 80 Real",
  "pwe4": "8",
  "skc1": "3",
  "skn1": "Science Skill: Meteorology",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Navigation",
  "skr2": "15-",
  "skc3": "3",
  "skn3": "Survival",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Teamwork",
  "skr4": "15-",
  "skc5": "1",
  "skn5": "Familiarity: Persuasion",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: carries the weight of every storm she didn't stop (Common, Total)",
  "cop2": "20",
  "cod2": "Physical Complication: the weather follows her moods (Frequently, Fully Impairing)",
  "cop3": "20",
  "cod3": "Hunted: Thaw (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: Secret Identity (Frequently, Major)"
 },
 "Mountainborn": {
  "name": "Mountainborn",
  "player": "",
  "concept": "Earth Titan; Tenzin Norbu, mountain guide",
  "campaign": "Veterans: 750 Points",
  "basePts": "325",
  "xp": "350",
  "stunNow": "122",
  "bodyNow": "28",
  "endNow": "95",
  "rpd": "35",
  "red": "35",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Landslide: Blast 18d6 normal damage, ranged, OCV 12 vs DCV, 9 END; Shatter: Hand-to-Hand Killing Attack 4d6, +1 Damage Class per 5 STR used, up to 8d6, OCV 12 vs DCV, 6 END.\nPunch: 20d6 normal damage (STR 100, 10 END at full STR). Presence Attack: 5d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 500 + Powers 237 + Skills 13 = 750 (325 + 75 from Complications + 350 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A mountain guide who was buried by an avalanche and dug himself out a week later, part of the mountain. He moves slowly, speaks rarely and cannot be moved.",
  "tactics": "Mountain's Bones: Granite older than the continent.\nLandslide: He sweeps his arm and the ground slides away under the target.\nShatter: Fists that split boulders along the grain.",
  "campaignUse": "Four of the most powerful heroes on Earth: 325 base points, 75 points of Complications and 350 Experience Points. Use them as allies for a high-powered campaign or as the yardstick that 400-point heroes grow towards.",
  "notes": "From Sample Characters, Veterans: 750 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Shatter).",
  "str": "100",
  "dex": "24",
  "con": "45",
  "int": "15",
  "ego": "23",
  "pre": "26",
  "ocv": "12",
  "dcv": "10",
  "omcv": "5",
  "dmcv": "10",
  "spd": "6",
  "pd": "34",
  "ed": "28",
  "rec": "28",
  "end": "95",
  "body": "28",
  "stun": "122",
  "pwc1": "105",
  "pwn1": "Mountain's Bones",
  "pwd1": "Resistant Protection 35 PD / 35 ED; 105 Active Points, 105 Real",
  "pwe1": "0",
  "pwc2": "72",
  "pwn2": "Landslide",
  "pwd2": "Blast 18d6, Gestures (−¼); 90 Active Points, 72 Real",
  "pwe2": "9",
  "pwc3": "60",
  "pwn3": "Shatter",
  "pwd3": "Killing Attack - Hand-To-Hand 4d6; 60 Active Points, 60 Real",
  "pwe3": "6",
  "skc1": "3",
  "skn1": "Survival",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Climbing",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Navigation",
  "skr3": "12-",
  "skc4": "3",
  "skn4": "Teamwork",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Paramedics",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: very heavy and slow (Frequently, Fully Impairing)",
  "cop2": "20",
  "cod2": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop3": "20",
  "cod3": "Distinctive Features: stone giant (Not Concealable, Always Noticed and Causes Major Reaction)",
  "cop4": "15",
  "cod4": "Hunted: Vask, Hegemon of the Vorr (Infrequently 8-, Mo Pow, Harshly Punish)"
 },
 "Mindsea": {
  "name": "Mindsea",
  "player": "",
  "concept": "Omega Telepath; Dr. Ifeoma Chukwu, neurologist",
  "campaign": "Veterans: 750 Points",
  "basePts": "325",
  "xp": "350",
  "stunNow": "56",
  "bodyNow": "15",
  "endNow": "80",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Thought Flight, 4 END)",
  "combatNotes": "Attacks: Ocean of Minds: Telepathy 20d6, OMCV 15 vs DMCV, effect against EGO, 10 END; Undertow: Mind Control 20d6, OMCV 15 vs DMCV, effect against EGO, 10 END; Neural Storm: Blast 14d6 normal damage, ranged, Penetrating, OCV 7 vs DCV, 10 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 5½d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 350 + Powers 384 + Skills 16 = 750 (325 + 75 from Complications + 350 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A neurologist whose patients' dreams started leaking into her own. Now she can touch every mind in a city at once, and spends most of her energy not doing it.",
  "tactics": "Ocean of Minds: She hears every mind for kilometres around.\nUndertow: A command that drags a mind under.\nNeural Storm: A wave of psychic pressure that nobody fully shrugs off.\nStill Water: Attacks slow and miss as she reads them coming.\nThought Flight: She lifts herself on willpower.",
  "campaignUse": "Four of the most powerful heroes on Earth: 325 base points, 75 points of Complications and 350 Experience Points. Use them as allies for a high-powered campaign or as the yardstick that 400-point heroes grow towards.",
  "notes": "From Sample Characters, Veterans: 750 Points.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "23",
  "con": "25",
  "int": "28",
  "ego": "40",
  "pre": "28",
  "ocv": "7",
  "dcv": "9",
  "omcv": "15",
  "dmcv": "15",
  "spd": "7",
  "pd": "14",
  "ed": "16",
  "rec": "14",
  "end": "80",
  "body": "15",
  "stun": "56",
  "pwc1": "100",
  "pwn1": "Ocean of Minds",
  "pwd1": "Telepathy 20d6; 100 Active Points, 100 Real",
  "pwe1": "10",
  "pwc2": "100",
  "pwn2": "Undertow",
  "pwd2": "Mind Control 20d6; 100 Active Points, 100 Real",
  "pwe2": "10",
  "pwc3": "84",
  "pwn3": "Neural Storm",
  "pwd3": "Blast 14d6, Penetrating (+½), Gestures (−¼); 105 Active Points, 84 Real",
  "pwe3": "10",
  "pwc4": "60",
  "pwn4": "Still Water",
  "pwd4": "Resistant Protection 20 PD / 20 ED; 60 Active Points, 60 Real",
  "pwe4": "0",
  "pwc5": "40",
  "pwn5": "Thought Flight",
  "pwd5": "Flight 40m; 40 Active Points, 40 Real",
  "pwe5": "4",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Deduction",
  "skr2": "15-",
  "skc3": "3",
  "skn3": "Paramedics",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Conversation",
  "skr4": "15-",
  "skc5": "3",
  "skn5": "Interrogation",
  "skr5": "15-",
  "skc6": "1",
  "skn6": "Familiarity: Science Skill: Neurology",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: terrified of what she could become (Common, Total)",
  "cop2": "20",
  "cod2": "Physical Complication: overwhelmed in crowds of minds (Frequently, Fully Impairing)",
  "cop3": "20",
  "cod3": "Hunted: Professor Null (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: Secret Identity (Frequently, Major)"
 },
 "Heatcheck": {
  "name": "Heatcheck",
  "player": "",
  "concept": "Fire Blaster; Kofi Mensah, line cook",
  "campaign": "Loud and Quiet",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "12",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Jet Flame, 3 END)",
  "combatNotes": "Attacks: Fastball: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Curveball: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 224 + Powers 169 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A line cook who survived a gas explosion. He throws fire like a fastball and never stops talking during a fight.",
  "tactics": "Fastball: A ball of fire thrown like a fastball.\nHeat Haze: Heat shimmers around him and turns bullets into slag.\nJet Flame: He rides a roaring jet of flame, trailing smoke across the harbor.\nCurveball: A white-hot breaking ball that slips past cover and through armor.",
  "campaignUse": "Member of Loud and Quiet, a team of 2 (Patrolling the docks). The team: A fire blaster who lights up every room and a stealth expert who prefers nobody knows they were there. They argue constantly and win anyway.\nRoster: Heatcheck (Fire Blaster); Softfall (Silent Infiltrator).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Softfall.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "13",
  "ego": "13",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "12",
  "ed": "16",
  "rec": "11",
  "end": "65",
  "body": "15",
  "stun": "52",
  "pwc1": "60",
  "pwn1": "Fastball",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "39",
  "pwn2": "Heat Haze",
  "pwd2": "Resistant Protection 12 PD / 14 ED; 39 Active Points, 39 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Jet Flame",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "pwc4": "40",
  "pwn4": "Curveball",
  "pwd4": "Blast 8d6, Armor Piercing (+¼), Gestures (−¼); 50 Active Points, 40 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Streetwise",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Paramedics",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Vulnerability: water attacks (2× STUN and 2× BODY, Uncommon)",
  "cop2": "15",
  "cod2": "Psychological Complication: hot-headed and impulsive (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "15",
  "cod4": "Hunted: the gang whose kitchen he burned down (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop5": "10",
  "cod5": "Physical Complication: sets off every smoke alarm (Frequently, Slightly Impairing)"
 },
 "Softfall": {
  "name": "Softfall",
  "player": "",
  "concept": "Silent Infiltrator; Anneliese Brandt, former intelligence agent",
  "campaign": "Loud and Quiet",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "15",
  "endNow": "60",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Grapnel Rig, 2 END)",
  "combatNotes": "Attacks: Silent Blade: Hand-to-Hand Killing Attack 2d6, +1 Damage Class per 5 STR used, up to 4d6, OCV 10 vs DCV, 3 END; Sleep-Gas Pellets: Blast 10d6 normal damage, ranged, OCV 10 vs DCV, 5 END.\nPunch: 3½d6 normal damage (STR 18, 2 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 279 + Powers 78 + Skills 43 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former intelligence agent who learned the trick of moving without sound. She opens locks, cameras and minds with equal patience.",
  "tactics": "Silent Blade: A ceramic knife that doesn't show up on scans.\nStealth Suit: A dark armored infiltration suit.\nGrapnel Rig: A compact grapnel-and-glider rig.\nSleep-Gas Pellets: Concussive gas pellets that drop a guard without a sound.",
  "campaignUse": "Member of Loud and Quiet, a team of 2 (Patrolling the docks). The team: A fire blaster who lights up every room and a stealth expert who prefers nobody knows they were there. They argue constantly and win anyway.\nRoster: Heatcheck (Fire Blaster); Softfall (Silent Infiltrator).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Heatcheck.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Silent Blade).",
  "str": "18",
  "dex": "26",
  "con": "23",
  "int": "23",
  "ego": "15",
  "pre": "23",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "17",
  "ed": "16",
  "rec": "12",
  "end": "60",
  "body": "15",
  "stun": "56",
  "pwc1": "15",
  "pwn1": "Silent Blade",
  "pwd1": "Killing Attack - Hand-To-Hand 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe1": "3",
  "pwc2": "28",
  "pwn2": "Stealth Suit",
  "pwd2": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe2": "0",
  "pwc3": "10",
  "pwn3": "Grapnel Rig",
  "pwd3": "Flight 20m, OAF (−1); 20 Active Points, 10 Real",
  "pwe3": "2",
  "pwc4": "25",
  "pwn4": "Sleep-Gas Pellets",
  "pwd4": "Blast 10d6, OAF (−1); 50 Active Points, 25 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Stealth",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Lockpicking",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Security Systems",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Shadowing",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Disguise",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Acting",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Electronics",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Acrobatics",
  "skr8": "14-",
  "skc9": "3",
  "skn9": "Computer Programming",
  "skr9": "14-",
  "skc10": "3",
  "skn10": "Interrogation",
  "skr10": "14-",
  "skc11": "3",
  "skn11": "Sleight of Hand",
  "skr11": "14-",
  "skc12": "3",
  "skn12": "Climbing",
  "skr12": "14-",
  "skc13": "3",
  "skn13": "Breakfall",
  "skr13": "14-",
  "skc14": "3",
  "skn14": "High Society",
  "skr14": "14-",
  "skc15": "1",
  "skn15": "Familiarity: Combat Driving",
  "skr15": "8-",
  "cop1": "20",
  "cod1": "Hunted: her old agency (Infrequently 8-, Mo Pow, NCI, Capture)",
  "cop2": "15",
  "cod2": "Psychological Complication: trusts no one (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: secret past as an agent (Frequently, Major)",
  "cop4": "10",
  "cod4": "Rivalry: her old partner, Mirror (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)",
  "cop5": "15",
  "cod5": "Psychological Complication: Code Against Killing (Common, Strong)"
 },
 "Fresnel": {
  "name": "Fresnel",
  "player": "",
  "concept": "Veteran Light Hero; Augustin Delacroix, retired lighthouse keeper",
  "campaign": "Fresnel and Glint",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Beam Walk, 4 END)",
  "combatNotes": "Attacks: Lighthouse Beam: Blast 14d6 normal damage, ranged, OCV 7 vs DCV, 7 END; Guiding Light: Telepathy 8d6, OMCV 8 vs DMCV, effect against EGO, 4 END; Keeper's Command: Mind Control 10d6, OMCV 8 vs DMCV, effect against EGO, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 248 + Powers 130 + Skills 22 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A lighthouse keeper whose great glass lens was struck by a falling star in 1964. Now in his seventies, he still patrols with a hand-sized piece of it, slower but wiser, and his light shields others more than it hits anyone.",
  "tactics": "Lighthouse Beam: A sweeping beam focused through the star-glass lens.\nShield of Light: A dome of light that pours from the lens.\nBeam Walk: He walks along his own beam, slowly and with great dignity.\nGuiding Light: The lens lets him speak to anyone standing in its light.\nKeeper's Command: Anyone caught in the lens's full glare has to obey a simple order, usually \"stop\".",
  "campaignUse": "Member of Fresnel and Glint, a team of 2 (Mentor and student). The team: A retired 1960s hero and the teenager who inherited a share of his power. He still has the experience; she has the energy and none of the caution.\nRoster: Fresnel (Veteran Light Hero); Glint (Teen Light Blaster).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Glint.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "23",
  "con": "23",
  "int": "22",
  "ego": "29",
  "pre": "23",
  "ocv": "7",
  "dcv": "8",
  "omcv": "8",
  "dmcv": "12",
  "spd": "5",
  "pd": "10",
  "ed": "12",
  "rec": "10",
  "end": "60",
  "body": "14",
  "stun": "44",
  "pwc1": "35",
  "pwn1": "Lighthouse Beam",
  "pwd1": "Blast 14d6, OAF (−1); 70 Active Points, 35 Real",
  "pwe1": "7",
  "pwc2": "30",
  "pwn2": "Shield of Light",
  "pwd2": "Resistant Protection 20 PD / 20 ED, OAF (−1); 60 Active Points, 30 Real",
  "pwe2": "0",
  "pwc3": "20",
  "pwn3": "Beam Walk",
  "pwd3": "Flight 40m, OAF (−1); 40 Active Points, 20 Real",
  "pwe3": "4",
  "pwc4": "20",
  "pwn4": "Guiding Light",
  "pwd4": "Telepathy 8d6, OAF (−1); 40 Active Points, 20 Real",
  "pwe4": "4",
  "pwc5": "25",
  "pwn5": "Keeper's Command",
  "pwd5": "Mind Control 10d6, OAF (−1); 50 Active Points, 25 Real",
  "pwe5": "5",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Oratory",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Deduction",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Criminology",
  "skr5": "13-",
  "skc6": "3",
  "skn6": "Paramedics",
  "skr6": "13-",
  "skc7": "3",
  "skn7": "Teamwork",
  "skr7": "14-",
  "skc8": "1",
  "skn8": "Familiarity: High Society",
  "skr8": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: aging and frail out of costume (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Psychological Complication: overprotective of his student (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: an old nemesis returned from prison (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Dependent NPC: his ailing wife (Infrequently 8-, Normal)",
  "cop5": "10",
  "cod5": "Psychological Complication: stuck in the old ways (Common, Moderate)"
 },
 "Glint": {
  "name": "Glint",
  "player": "",
  "concept": "Teen Light Blaster; Daniela Ortiz, college freshman",
  "campaign": "Fresnel and Glint",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Flare, 4 END)",
  "combatNotes": "Attacks: Wildfire: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Starburst: Blast 8d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 209 + Powers 184 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A college freshman who caught a sliver of the star-glass when she saved Fresnel from a mugging. Her light is wild and strong, and she hasn't learned to aim it yet.",
  "tactics": "Wildfire: Bursts of untamed light that go roughly where she points.\nGlow: Light hardens around her into a shell.\nFlare: She rockets around on her own light.\nStarburst: A burst of raw light she can barely hold.",
  "campaignUse": "Member of Fresnel and Glint, a team of 2 (Mentor and student). The team: A retired 1960s hero and the teenager who inherited a share of his power. He still has the experience; she has the energy and none of the caution.\nRoster: Fresnel (Veteran Light Hero); Glint (Teen Light Blaster).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Fresnel.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "25",
  "con": "22",
  "int": "13",
  "ego": "13",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "10",
  "ed": "12",
  "rec": "10",
  "end": "60",
  "body": "14",
  "stun": "48",
  "pwc1": "60",
  "pwn1": "Wildfire",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "36",
  "pwn2": "Glow",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "40",
  "pwn3": "Flare",
  "pwd3": "Flight 40m; 40 Active Points, 40 Real",
  "pwe3": "4",
  "pwc4": "48",
  "pwn4": "Starburst",
  "pwd4": "Blast 8d6, Penetrating (+½), Gestures (−¼); 60 Active Points, 48 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Computer Programming",
  "skr2": "12-",
  "skc3": "1",
  "skn3": "Familiarity: Persuasion",
  "skr3": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: reckless and eager to prove herself (Common, Strong)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "10",
  "cod3": "Physical Complication: glows when nervous (Frequently, Slightly Impairing)",
  "cop4": "20",
  "cod4": "Hunted: the old nemesis who wants the star-glass (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop5": "15",
  "cod5": "Dependent NPC: her roommate (Frequently 11-, Normal)"
 },
 "Gunnar Lind": {
  "name": "Gunnar Lind",
  "player": "",
  "concept": "Hard-Boiled Detective; Gunnar Lind, private investigator",
  "campaign": "Case Closed",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "16",
  "endNow": "60",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Hand Cannon: Ranged Killing Attack 4d6, OCV 10 vs DCV, 6 END; Tear-Gas Canister: Blast 8d6 normal damage, ranged, OCV 10 vs DCV, 4 END.\nPunch: 3½d6 normal damage (STR 19, 2 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 279 + Powers 78 + Skills 43 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A retired police detective with no powers but thirty years of instinct. He's slow to trust his partner's visions but never ignores them.",
  "tactics": "Hand Cannon: A heavy-calibre revolver he bought after his first fight with a superhuman.\nKevlar Coat: A heavy trench coat with a vest underneath.\nTear-Gas Canister: An old riot canister he keeps in the trunk.",
  "campaignUse": "Member of Case Closed, a team of 2 (Detective agency). The team: A grumpy ex-cop and a clairvoyant psychic who run a detective agency out of a laundromat. They take the cases the police won't.\nRoster: Gunnar Lind (Hard-Boiled Detective); Seraphine Okafor (Psychic Detective).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Seraphine Okafor.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Hand Cannon).",
  "str": "19",
  "dex": "26",
  "con": "23",
  "int": "23",
  "ego": "15",
  "pre": "22",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "15",
  "ed": "15",
  "rec": "12",
  "end": "60",
  "body": "16",
  "stun": "60",
  "pwc1": "30",
  "pwn1": "Hand Cannon",
  "pwd1": "Killing Attack - Ranged 4d6, OAF (−1); 60 Active Points, 30 Real",
  "pwe1": "6",
  "pwc2": "28",
  "pwn2": "Kevlar Coat",
  "pwd2": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe2": "0",
  "pwc3": "20",
  "pwn3": "Tear-Gas Canister",
  "pwd3": "Blast 8d6, OAF (−1); 40 Active Points, 20 Real",
  "pwe3": "4",
  "skc1": "3",
  "skn1": "Criminology",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Deduction",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Interrogation",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Streetwise",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Forensic Medicine",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Shadowing",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Combat Driving",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Bureaucratics",
  "skr8": "13-",
  "skc9": "3",
  "skn9": "Acting",
  "skr9": "13-",
  "skc10": "3",
  "skn10": "Persuasion",
  "skr10": "13-",
  "skc11": "3",
  "skn11": "Stealth",
  "skr11": "14-",
  "skc12": "3",
  "skn12": "Security Systems",
  "skr12": "14-",
  "skc13": "3",
  "skn13": "Lockpicking",
  "skr13": "14-",
  "skc14": "3",
  "skn14": "Conversation",
  "skr14": "13-",
  "skc15": "1",
  "skn15": "Familiarity: Computer Programming",
  "skr15": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: refuses to let a case go (Common, Total)",
  "cop2": "15",
  "cod2": "Physical Complication: bad heart (Frequently, Greatly Impairing)",
  "cop3": "20",
  "cod3": "Hunted: the crime family that got him kicked off the force (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Social Complication: known to every crook in the city (Frequently, Minor)",
  "cop5": "10",
  "cod5": "Rivalry: his old captain (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Seraphine Okafor": {
  "name": "Seraphine Okafor",
  "player": "",
  "concept": "Psychic Detective; Seraphine Okafor, laundromat owner",
  "campaign": "Case Closed",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "14",
  "endNow": "50",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Psychometry: Telepathy 14d6, OMCV 11 vs DMCV, effect against EGO, 7 END; Mind Snare: Mind Control 10d6, OMCV 11 vs DMCV, effect against EGO, 5 END; Echo of Pain: Blast 8d6 normal damage, ranged, OCV 7 vs DCV, 4 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4d6.\nRequires a Roll: roll 11- on 3d6 each time the power is used, or it fails for that Phase (the END is still spent).\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 243 + Powers 144 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A laundromat owner who sees flashes of the past when she touches things. She reads crime scenes like books and minds like headlines.",
  "tactics": "Psychometry: She reads thoughts and memories, though the visions don't always come.\nMind Snare: She can freeze a fleeing suspect in place.\nSixth Sense: She dodges attacks a moment before they come.\nEcho of Pain: She hands an attacker the pain of every victim they ever hurt.",
  "campaignUse": "Member of Case Closed, a team of 2 (Detective agency). The team: A grumpy ex-cop and a clairvoyant psychic who run a detective agency out of a laundromat. They take the cases the police won't.\nRoster: Gunnar Lind (Hard-Boiled Detective); Seraphine Okafor (Psychic Detective).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Gunnar Lind.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Requires a Roll taken as a flat 11- roll (−½).",
  "str": "10",
  "dex": "19",
  "con": "23",
  "int": "20",
  "ego": "30",
  "pre": "20",
  "ocv": "7",
  "dcv": "8",
  "omcv": "11",
  "dmcv": "12",
  "spd": "5",
  "pd": "10",
  "ed": "12",
  "rec": "10",
  "end": "50",
  "body": "14",
  "stun": "44",
  "pwc1": "47",
  "pwn1": "Psychometry",
  "pwd1": "Telepathy 14d6, Requires a Roll (11- roll; −½); 70 Active Points, 47 Real",
  "pwe1": "7",
  "pwc2": "40",
  "pwn2": "Mind Snare",
  "pwd2": "Mind Control 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "pwc3": "30",
  "pwn3": "Sixth Sense",
  "pwd3": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe3": "0",
  "pwc4": "27",
  "pwn4": "Echo of Pain",
  "pwd4": "Blast 8d6, Requires a Roll (11- roll; −½); 40 Active Points, 27 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Deduction",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Conversation",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Acting",
  "skr4": "13-",
  "skc5": "1",
  "skn5": "Familiarity: Criminology",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: overwhelmed by visions of violent crimes (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Psychological Complication: compulsively helps lost souls (Common, Strong)",
  "cop3": "10",
  "cod3": "Social Complication: dismissed as a fraud (Frequently, Minor)",
  "cop4": "15",
  "cod4": "Hunted: a ghost-hunting cult (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop5": "15",
  "cod5": "Dependent NPC: her twin sons (Infrequently 8-, Incompetent)"
 },
 "Northlight": {
  "name": "Northlight",
  "player": "",
  "concept": "Energy Flier; Sven Eriksen, pilot",
  "campaign": "Northlight and Southpaw",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "13",
  "endNow": "55",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 50m (Northbound, 5 END)",
  "combatNotes": "Attacks: Polar Beam: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Polar Lance: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 50m, 5 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 197 + Powers 196 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "The older brother, a bush pilot who flies faster without a plane than he ever did with one. He blasts and his sister cleans up.",
  "tactics": "Polar Beam: A beam of shimmering polar light.\nAurora Shield: An aurora that wraps him in light.\nNorthbound: He flies like a jet and loves every second of it.\nPolar Lance: A narrow white beam that pierces armor.",
  "campaignUse": "Member of Northlight and Southpaw, a team of 2 (Sibling duo). The team: A brother and sister who got opposite halves of the same strange power: one flies and blasts, the other punches and absorbs.\nRoster: Northlight (Energy Flier); Southpaw (Energy-Absorbing Brick).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Southpaw.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "23",
  "con": "21",
  "int": "15",
  "ego": "15",
  "pre": "16",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "5",
  "spd": "6",
  "pd": "9",
  "ed": "11",
  "rec": "9",
  "end": "55",
  "body": "13",
  "stun": "44",
  "pwc1": "60",
  "pwn1": "Polar Beam",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "36",
  "pwn2": "Aurora Shield",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "50",
  "pwn3": "Northbound",
  "pwd3": "Flight 50m; 50 Active Points, 50 Real",
  "pwe3": "5",
  "pwc4": "50",
  "pwn4": "Polar Lance",
  "pwd4": "Blast 8d6, Armor Piercing (+¼); 50 Active Points, 50 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Combat Piloting",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Navigation",
  "skr2": "12-",
  "skc3": "1",
  "skn3": "Familiarity: Mechanics",
  "skr3": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: overprotective older brother (Common, Strong)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the lab that caused their powers (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Vulnerability: darkness attacks (1½× STUN and 1½× BODY, Uncommon)",
  "cop5": "15",
  "cod5": "Rivalry: his own sister (Professional, Rival is Significantly More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Southpaw": {
  "name": "Southpaw",
  "player": "",
  "concept": "Energy-Absorbing Brick; Ingrid Eriksen, boxer",
  "campaign": "Northlight and Southpaw",
  "basePts": "325",
  "xp": "0",
  "stunNow": "62",
  "bodyNow": "18",
  "endNow": "65",
  "rpd": "18",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Southpaw Smash: Blast 10d6 normal damage, ranged, OCV 10 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 286 + Powers 107 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "The younger sister, a boxer with a left hook that now hits like a truck. She soaks up energy and turns it into punches.",
  "tactics": "Absorbing Skin: Energy splashes off her and makes her glow.\nSouthpaw Smash: A punch that sends a shockwave across the room.",
  "campaignUse": "Member of Northlight and Southpaw, a team of 2 (Sibling duo). The team: A brother and sister who got opposite halves of the same strange power: one flies and blasts, the other punches and absorbs.\nRoster: Northlight (Energy Flier); Southpaw (Energy-Absorbing Brick).",
  "notes": "From Sample Characters, Teams of Two. Teammates: Northlight.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "13",
  "ego": "13",
  "pre": "17",
  "ocv": "10",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "18",
  "ed": "18",
  "rec": "13",
  "end": "65",
  "body": "18",
  "stun": "62",
  "pwc1": "57",
  "pwn1": "Absorbing Skin",
  "pwd1": "Resistant Protection 18 PD / 20 ED; 57 Active Points, 57 Real",
  "pwe1": "0",
  "pwc2": "50",
  "pwn2": "Southpaw Smash",
  "pwd2": "Blast 10d6; 50 Active Points, 50 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Breakfall",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Streetwise",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: never backs down from a fight (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the lab that caused their powers (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: glows when she absorbs energy (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: her own brother (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Bulwark": {
  "name": "Bulwark",
  "player": "",
  "concept": "Flying Brick; Kwame Asante, former rugby player",
  "campaign": "The Triad",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "18",
  "endNow": "45",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Skyward, 4 END)",
  "combatNotes": "Attacks: Thunderclap: Blast 7d6 normal damage, Area of Effect 8m Cone starting from the character (attack roll against DCV 3), OCV 8 vs DCV, 4 END.\nPunch: 13d6 normal damage (STR 65, 6 END at full STR). Presence Attack: 4d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 255 + Powers 135 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former rugby player who took the full force of an alien crash and walked away. Strong, tough, and he flies.",
  "tactics": "Unbreakable: Bullets flatten on his chest; nothing on Earth seems to hurt him.\nSkyward: He flies by sheer will, as fast as a light aircraft.\nThunderclap: He claps his hands and the shockwave flattens everyone in front of him.",
  "campaignUse": "Member of The Triad, a team of 3 (Coastal city team). The team: A classic team: a flying brick, a blaster and a telepath who coordinate everything. They are the city's go-to team for disasters.\nRoster: Bulwark (Flying Brick); Refract (Light Blaster); Mindbridge (Team Telepath).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Refract, Mindbridge.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Thunderclap flattens everyone in front of him, so it gets Area of Effect (8m Cone, +¼), at 7d6 to stay near its old cost; the 3 extra points come from −15 END (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "65",
  "dex": "18",
  "con": "30",
  "int": "13",
  "ego": "15",
  "pre": "20",
  "ocv": "8",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "4",
  "spd": "5",
  "pd": "16",
  "ed": "15",
  "rec": "12",
  "end": "45",
  "body": "18",
  "stun": "60",
  "pwc1": "60",
  "pwn1": "Unbreakable",
  "pwd1": "Resistant Protection 20 PD / 20 ED; 60 Active Points, 60 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Skyward",
  "pwd2": "Flight 40m; 40 Active Points, 40 Real",
  "pwe2": "4",
  "pwc3": "35",
  "pwn3": "Thunderclap",
  "pwd3": "Blast 7d6, Area of Effect: 8m Cone (+¼), Gestures (−¼); 44 Active Points, 35 Real",
  "pwe3": "4",
  "skc1": "3",
  "skn1": "Teamwork",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Tactics",
  "skr2": "12-",
  "skc3": "3",
  "skn3": "Persuasion",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Breakfall",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: aliens looking for their lost ship (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Vulnerability: alien crystal radiation (1½× STUN and 1½× BODY, Uncommon)",
  "cop5": "10",
  "cod5": "Dependent NPC: his mother (Infrequently 8-, Normal)"
 },
 "Refract": {
  "name": "Refract",
  "player": "",
  "concept": "Light Blaster; Thanh Nguyen, physics grad student",
  "campaign": "The Triad",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Light Flight, 3 END)",
  "combatNotes": "Attacks: Spectrum Beam: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Refracted Burst: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 227 + Powers 166 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A physics student who split her own lab laser into a spectrum of power. She blasts the hardest of the team.",
  "tactics": "Spectrum Beam: A rainbow beam that hits hard.\nRefraction: Attacks scatter in her light.\nLight Flight: She rides beams of light.\nRefracted Burst: A narrow violet band that slips through armor.",
  "campaignUse": "Member of The Triad, a team of 3 (Coastal city team). The team: A classic team: a flying brick, a blaster and a telepath who coordinate everything. They are the city's go-to team for disasters.\nRoster: Bulwark (Flying Brick); Refract (Light Blaster); Mindbridge (Team Telepath).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Bulwark, Mindbridge.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "18",
  "ego": "15",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "11",
  "ed": "13",
  "rec": "11",
  "end": "65",
  "body": "15",
  "stun": "52",
  "pwc1": "60",
  "pwn1": "Spectrum Beam",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "36",
  "pwn2": "Refraction",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Light Flight",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "pwc4": "40",
  "pwn4": "Refracted Burst",
  "pwd4": "Blast 8d6, Armor Piercing (+¼), Gestures (−¼); 50 Active Points, 40 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Science Skill: Physics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "1",
  "skn3": "Familiarity: Computer Programming",
  "skr3": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: overthinks everything (Common, Strong)",
  "cop3": "15",
  "cod3": "Vulnerability: darkness attacks (1½× STUN and 2× BODY, Uncommon)",
  "cop4": "20",
  "cod4": "Hunted: her lab supervisor, now a villain (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop5": "10",
  "cod5": "Physical Complication: can't hold a beam in total darkness (Frequently, Slightly Impairing)"
 },
 "Mindbridge": {
  "name": "Mindbridge",
  "player": "",
  "concept": "Team Telepath; Ezra Feldman, librarian",
  "campaign": "The Triad",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "13",
  "endNow": "45",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Mental Link: Telepathy 14d6, OMCV 11 vs DMCV, effect against EGO, 7 END; Mind Lock: Mind Control 12d6, OMCV 11 vs DMCV, effect against EGO, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 239 + Powers 148 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A librarian who links the team's minds in battle. He hates fighting but nobody coordinates better.",
  "tactics": "Mental Link: He links minds and reads foes.\nMind Lock: He orders a target to freeze.\nPsychic Screen: A faint field that turns attacks aside.",
  "campaignUse": "Member of The Triad, a team of 3 (Coastal city team). The team: A classic team: a flying brick, a blaster and a telepath who coordinate everything. They are the city's go-to team for disasters.\nRoster: Bulwark (Flying Brick); Refract (Light Blaster); Mindbridge (Team Telepath).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Bulwark, Refract.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "21",
  "con": "22",
  "int": "20",
  "ego": "27",
  "pre": "19",
  "ocv": "7",
  "dcv": "8",
  "omcv": "11",
  "dmcv": "12",
  "spd": "5",
  "pd": "10",
  "ed": "12",
  "rec": "9",
  "end": "45",
  "body": "13",
  "stun": "44",
  "pwc1": "70",
  "pwn1": "Mental Link",
  "pwd1": "Telepathy 14d6; 70 Active Points, 70 Real",
  "pwe1": "7",
  "pwc2": "48",
  "pwn2": "Mind Lock",
  "pwd2": "Mind Control 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe2": "6",
  "pwc3": "30",
  "pwn3": "Psychic Screen",
  "pwd3": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Teamwork",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Tactics",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Deduction",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "13-",
  "skc5": "1",
  "skn5": "Familiarity: Paramedics",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Psychological Complication: hates violence (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "15",
  "cod4": "Hunted: a psychic villain who wants his mind (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop5": "10",
  "cod5": "Physical Complication: migraines after long links (Frequently, Slightly Impairing)"
 },
 "Tomcat": {
  "name": "Tomcat",
  "player": "",
  "concept": "Acrobatic Brawler; Malik Johnson, parkour coach",
  "campaign": "The Alley Cats",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "19",
  "endNow": "70",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Rooftop Run, 2 END)",
  "combatNotes": "Attacks: Staff: Blast 14d6 normal damage, no range (melee), OCV 11 vs DCV, 7 END; Smoke Pellets: Blast 6d6 normal damage, ranged, OCV 11 vs DCV, 3 END.\nPunch: 5d6 normal damage (STR 25, 2 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 300 + Powers 81 + Skills 19 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A parkour coach who fights with flips, kicks and an extendable staff. He got into vigilante work to keep his students out of the local gang.",
  "tactics": "Staff: An extendable fighting staff that strikes from reach.\nSmoke Pellets: Pellets that burst with a concussive pop and a cloud of smoke.\nBody Armor: Padded armor under a hoodie.\nRooftop Run: A grapnel gun and zip line for crossing between rooftops.",
  "campaignUse": "Member of The Alley Cats, a team of 3 (Street-level pack). The team: Three vigilantes who patrol the same neighborhood. They have more grit than power and argue about methods every night.\nRoster: Tomcat (Acrobatic Brawler); Scratch (Clawed Vigilante); Alley (Gadget Hacker).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Scratch, Alley.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Staff is a melee weapon, so its Blast takes No Range (−½); the 7 points freed buy +1 OCV and +2 STR (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "25",
  "dex": "26",
  "con": "26",
  "int": "13",
  "ego": "20",
  "pre": "18",
  "ocv": "11",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "19",
  "ed": "19",
  "rec": "15",
  "end": "70",
  "body": "19",
  "stun": "60",
  "pwc1": "28",
  "pwn1": "Staff",
  "pwd1": "Blast 14d6, No Range (−½), OAF (−1); 70 Active Points, 28 Real",
  "pwe1": "7",
  "pwc2": "15",
  "pwn2": "Smoke Pellets",
  "pwd2": "Blast 6d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe2": "3",
  "pwc3": "28",
  "pwn3": "Body Armor",
  "pwd3": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe3": "0",
  "pwc4": "10",
  "pwn4": "Rooftop Run",
  "pwd4": "Flight 20m, OAF (−1); 20 Active Points, 10 Real",
  "pwe4": "2",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Breakfall",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Climbing",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Stealth",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Streetwise",
  "skr5": "13-",
  "skc6": "3",
  "skn6": "Teamwork",
  "skr6": "14-",
  "skc7": "1",
  "skn7": "Familiarity: Persuasion",
  "skr7": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "15",
  "cod3": "Hunted: the local gang (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Psychological Complication: protective of the kids he coaches (Common, Strong)",
  "cop5": "10",
  "cod5": "Rivalry: Scratch (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Scratch": {
  "name": "Scratch",
  "player": "",
  "concept": "Clawed Vigilante; Rosa Delgado, veterinarian",
  "campaign": "The Alley Cats",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "19",
  "endNow": "70",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Claws: Hand-to-Hand Killing Attack 2d6, +1 Damage Class per 5 STR used, up to 4d6, Penetrating, OCV 10 vs DCV, 4 END.\nPunch: 5d6 normal damage (STR 25, 2 END at full STR). Presence Attack: 3½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 297 + Powers 81 + Skills 22 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A vet who was bitten by something in her clinic and grew claws. She's fierce, fast and has a temper.",
  "tactics": "Claws: Retractable claws that cut through steel.\nTough Hide: Fur hardens into a coat that turns blades.",
  "campaignUse": "Member of The Alley Cats, a team of 3 (Street-level pack). The team: Three vigilantes who patrol the same neighborhood. They have more grit than power and argue about methods every night.\nRoster: Tomcat (Acrobatic Brawler); Scratch (Clawed Vigilante); Alley (Gadget Hacker).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Tomcat, Alley.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Claws).",
  "str": "25",
  "dex": "26",
  "con": "26",
  "int": "13",
  "ego": "21",
  "pre": "19",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "19",
  "ed": "19",
  "rec": "15",
  "end": "70",
  "body": "19",
  "stun": "60",
  "pwc1": "45",
  "pwn1": "Claws",
  "pwd1": "Killing Attack - Hand-To-Hand 2d6, Penetrating (+½); 45 Active Points, 45 Real",
  "pwe1": "4",
  "pwc2": "36",
  "pwn2": "Tough Hide",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Climbing",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Stealth",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Paramedics",
  "skr4": "12-",
  "skc5": "3",
  "skn5": "Teamwork",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Shadowing",
  "skr6": "12-",
  "skc7": "3",
  "skn7": "Streetwise",
  "skr7": "13-",
  "skc8": "1",
  "skn8": "Familiarity: Survival",
  "skr8": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Enraged when cornered (Common, Total)",
  "cop2": "15",
  "cod2": "Distinctive Features: claws and feline eyes (Not Concealable, Noticed and Recognizable)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "15",
  "cod4": "Hunted: whatever bit her (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop5": "10",
  "cod5": "Rivalry: Tomcat (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Alley": {
  "name": "Alley",
  "player": "",
  "concept": "Gadget Hacker; Farhan Siddiqui, IT technician",
  "campaign": "The Alley Cats",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "18",
  "endNow": "60",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Hoverboard, 3 END)",
  "combatNotes": "Attacks: Drone Swarm: Blast 14d6 normal damage, ranged, OCV 10 vs DCV, 7 END; Taser Drone: Blast 8d6 normal damage, ranged, Penetrating, OCV 10 vs DCV, 6 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 278 + Powers 100 + Skills 22 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An IT technician who runs drones and hacks traffic cameras while his friends fight. He's the pack's eyes and he never shuts up on the comms.",
  "tactics": "Drone Swarm: A cloud of zapping drones.\nArmored Hoodie: A hoodie with armored panels.\nHoverboard: A homemade hoverboard held together with tape and optimism.\nTaser Drone: A drone that clamps on and shocks straight through armor.",
  "campaignUse": "Member of The Alley Cats, a team of 3 (Street-level pack). The team: Three vigilantes who patrol the same neighborhood. They have more grit than power and argue about methods every night.\nRoster: Tomcat (Acrobatic Brawler); Scratch (Clawed Vigilante); Alley (Gadget Hacker).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Tomcat, Scratch.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "26",
  "con": "25",
  "int": "23",
  "ego": "15",
  "pre": "16",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "17",
  "ed": "17",
  "rec": "15",
  "end": "60",
  "body": "18",
  "stun": "56",
  "pwc1": "35",
  "pwn1": "Drone Swarm",
  "pwd1": "Blast 14d6, OAF (−1); 70 Active Points, 35 Real",
  "pwe1": "7",
  "pwc2": "20",
  "pwn2": "Armored Hoodie",
  "pwd2": "Resistant Protection 10 PD / 10 ED, OIF (−½); 30 Active Points, 20 Real",
  "pwe2": "0",
  "pwc3": "15",
  "pwn3": "Hoverboard",
  "pwd3": "Flight 30m, OAF (−1); 30 Active Points, 15 Real",
  "pwe3": "3",
  "pwc4": "30",
  "pwn4": "Taser Drone",
  "pwd4": "Blast 8d6, Penetrating (+½), OAF (−1); 60 Active Points, 30 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Computer Programming",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Electronics",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Inventor",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Systems Operation",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Security Systems",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Mechanics",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Teamwork",
  "skr7": "14-",
  "skc8": "1",
  "skn8": "Familiarity: Combat Driving",
  "skr8": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: cocky behind a screen (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: a cybercrime syndicate (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "15",
  "cod4": "Physical Complication: asthma (Frequently, Greatly Impairing)",
  "cop5": "10",
  "cod5": "Dependent NPC: his little sister (Infrequently 8-, Normal)"
 },
 "Doctor Entropy": {
  "name": "Doctor Entropy",
  "player": "",
  "concept": "Decay Blaster; Dr. Halima Yusuf, chemist",
  "campaign": "The Misfit Lab",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Ash Drift, 2 END)",
  "combatNotes": "Attacks: Decay Bolt: Blast 10d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 7 END; Wither: Ranged Killing Attack 2d6, OCV 9 vs DCV, 3 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 238 + Powers 149 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A chemist who now ages and rots anything she touches. She wears gloves everywhere and uses her power with surgical care.",
  "tactics": "Decay Bolt: A bolt of withering energy that always gets some damage through.\nRot Field: Attacks rot before they hit.\nWither: She touches the air toward a target and it crumbles.\nAsh Drift: She floats on a cloud of her own decay.",
  "campaignUse": "Member of The Misfit Lab, a team of 3 (Scientists turned heroes). The team: Three researchers from the same disastrous lab accident. They study their own powers between fights.\nRoster: Doctor Entropy (Decay Blaster); Quanta (Phasing Scientist); Gene Splice (Shapechanging Brick).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Quanta, Gene Splice.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Wither).",
  "str": "10",
  "dex": "25",
  "con": "23",
  "int": "23",
  "ego": "18",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "12",
  "ed": "14",
  "rec": "11",
  "end": "65",
  "body": "15",
  "stun": "52",
  "pwc1": "75",
  "pwn1": "Decay Bolt",
  "pwd1": "Blast 10d6, Penetrating (+½); 75 Active Points, 75 Real",
  "pwe1": "7",
  "pwc2": "30",
  "pwn2": "Rot Field",
  "pwd2": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe2": "0",
  "pwc3": "24",
  "pwn3": "Wither",
  "pwd3": "Killing Attack - Ranged 2d6, Gestures (−¼); 30 Active Points, 24 Real",
  "pwe3": "3",
  "pwc4": "20",
  "pwn4": "Ash Drift",
  "pwd4": "Flight 20m; 20 Active Points, 20 Real",
  "pwe4": "2",
  "skc1": "3",
  "skn1": "Science Skill: Chemistry",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Inventor",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Deduction",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Teamwork",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Paramedics",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Physical Complication: plants die near her (Frequently, Greatly Impairing)",
  "cop2": "15",
  "cod2": "Psychological Complication: guilty about the accident (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "20",
  "cod4": "Hunted: the corporation that funded the lab (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop5": "10",
  "cod5": "Distinctive Features: grey skin (Concealable, Noticed and Recognizable)"
 },
 "Quanta": {
  "name": "Quanta",
  "player": "",
  "concept": "Phasing Scientist; Dr. Lucas Ferreira, physicist",
  "campaign": "The Misfit Lab",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "15",
  "endNow": "60",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Drift, 2 END)",
  "combatNotes": "Attacks: Quantum Bolt: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Phase Strike: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 225 + Powers 162 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A physicist whose body is partly out of phase. He ghosts through walls and blasts with quantum energy.",
  "tactics": "Quantum Bolt: A crackling bolt of unstable energy.\nPartial Phase: Attacks pass partly through him.\nDrift: He drifts weightlessly through the air.\nPhase Strike: A bolt that is only half in this universe and passes through armor.",
  "campaignUse": "Member of The Misfit Lab, a team of 3 (Scientists turned heroes). The team: Three researchers from the same disastrous lab accident. They study their own powers between fights.\nRoster: Doctor Entropy (Decay Blaster); Quanta (Phasing Scientist); Gene Splice (Shapechanging Brick).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Doctor Entropy, Gene Splice.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "23",
  "ego": "15",
  "pre": "15",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "11",
  "ed": "13",
  "rec": "10",
  "end": "60",
  "body": "15",
  "stun": "48",
  "pwc1": "60",
  "pwn1": "Quantum Bolt",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "42",
  "pwn2": "Partial Phase",
  "pwd2": "Resistant Protection 14 PD / 14 ED; 42 Active Points, 42 Real",
  "pwe2": "0",
  "pwc3": "20",
  "pwn3": "Drift",
  "pwd3": "Flight 20m; 20 Active Points, 20 Real",
  "pwe3": "2",
  "pwc4": "40",
  "pwn4": "Phase Strike",
  "pwd4": "Blast 8d6, Armor Piercing (+¼), Gestures (−¼); 50 Active Points, 40 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Science Skill: Physics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Inventor",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Electronics",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Teamwork",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Computer Programming",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Physical Complication: flickers out of phase at random (Frequently, Greatly Impairing)",
  "cop2": "15",
  "cod2": "Psychological Complication: absent-minded (Common, Strong)",
  "cop3": "15",
  "cod3": "Social Complication: Secret Identity (Frequently, Major)",
  "cop4": "20",
  "cod4": "Hunted: the corporation that funded the lab (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop5": "10",
  "cod5": "Rivalry: Dr. Entropy (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Gene Splice": {
  "name": "Gene Splice",
  "player": "",
  "concept": "Shapechanging Brick; Dr. Aiyana Whitehorse, geneticist",
  "campaign": "The Misfit Lab",
  "basePts": "325",
  "xp": "0",
  "stunNow": "58",
  "bodyNow": "18",
  "endNow": "60",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Borrowed Wings, 3 END)",
  "combatNotes": "Attacks: Adaptive Claws: Hand-to-Hand Killing Attack 3d6, +1 Damage Class per 5 STR used, up to 6d6, OCV 9 vs DCV, 4 END.\nPunch: 12d6 normal damage (STR 60, 6 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 267 + Powers 123 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A geneticist whose body now borrows traits from animals. She grows armor, claws and muscle as she needs them.",
  "tactics": "Adaptive Claws: Claws that grow from her hands.\nChitin Plates: Insect-like plates that grow over her skin.\nBorrowed Wings: Leathery bat wings that unfold from her back.",
  "campaignUse": "Member of The Misfit Lab, a team of 3 (Scientists turned heroes). The team: Three researchers from the same disastrous lab accident. They study their own powers between fights.\nRoster: Doctor Entropy (Decay Blaster); Quanta (Phasing Scientist); Gene Splice (Shapechanging Brick).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Doctor Entropy, Quanta.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Adaptive Claws).",
  "str": "60",
  "dex": "20",
  "con": "29",
  "int": "20",
  "ego": "15",
  "pre": "17",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "14",
  "ed": "14",
  "rec": "12",
  "end": "60",
  "body": "18",
  "stun": "58",
  "pwc1": "45",
  "pwn1": "Adaptive Claws",
  "pwd1": "Killing Attack - Hand-To-Hand 3d6; 45 Active Points, 45 Real",
  "pwe1": "4",
  "pwc2": "48",
  "pwn2": "Chitin Plates",
  "pwd2": "Resistant Protection 16 PD / 16 ED; 48 Active Points, 48 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Borrowed Wings",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "skc1": "3",
  "skn1": "Science Skill: Genetics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Paramedics",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Teamwork",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Survival",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: changes are unpredictable when she's stressed (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Distinctive Features: animal features (Not Concealable, Noticed and Recognizable)",
  "cop3": "15",
  "cod3": "Psychological Complication: feels responsible for the others (Common, Strong)",
  "cop4": "20",
  "cod4": "Hunted: the corporation that funded the lab (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop5": "5",
  "cod5": "Social Complication: Secret Identity (Infrequently, Minor)"
 },
 "Steadfast": {
  "name": "Steadfast",
  "player": "",
  "concept": "Veteran Shield-Bearer; Marguerite Lavoie, retired coast-guard captain",
  "campaign": "Harbor Watch",
  "basePts": "325",
  "xp": "200",
  "stunNow": "96",
  "bodyNow": "24",
  "endNow": "90",
  "rpd": "28",
  "red": "28",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Cutter Wings, 4 END)",
  "combatNotes": "Attacks: Shield Throw: Blast 16d6 normal damage, ranged, OCV 11 vs DCV, 8 END; Rescue Beacon: Telepathy 8d6, OMCV 5 vs DMCV, effect against EGO, 4 END.\nPunch: 7d6 normal damage (STR 35, 3 END at full STR). Presence Attack: 6d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 434 + Powers 129 + Skills 37 = 600 (325 + 75 from Complications + 200 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A coast-guard captain who has carried the same unbreakable shield for twenty-five years. She has buried two teams and won't bury a third.",
  "tactics": "Harbor Shield: A round shield of salvaged alien alloy; it can be knocked from her arm.\nShield Throw: The shield ricochets off three walls and comes back to her.\nCutter Wings: A coast-guard rescue harness with folding glider wings and jets.\nRescue Beacon: A coast-guard beacon that lets her talk to anyone wearing one of her badges.",
  "campaignUse": "Member of Harbor Watch, a team of 3 (Mixed power levels: a 600-point veteran and two 400-point rookies). The team: A veteran hero who has outlived two teams takes on a pair of rookies. She has 200 Experience Points more than either of them, and in a fight it shows; the trick is getting them to that level alive.\nRoster: Steadfast (Veteran Shield-Bearer); Kitebird (Rookie Flier); Rustbelt (Rookie Brick).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Kitebird, Rustbelt.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "35",
  "dex": "28",
  "con": "31",
  "int": "31",
  "ego": "26",
  "pre": "31",
  "ocv": "11",
  "dcv": "10",
  "omcv": "5",
  "dmcv": "9",
  "spd": "8",
  "pd": "28",
  "ed": "28",
  "rec": "21",
  "end": "90",
  "body": "24",
  "stun": "96",
  "pwc1": "42",
  "pwn1": "Harbor Shield",
  "pwd1": "Resistant Protection 28 PD / 28 ED, OAF (−1); 84 Active Points, 42 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Shield Throw",
  "pwd2": "Blast 16d6, OAF (−1); 80 Active Points, 40 Real",
  "pwe2": "8",
  "pwc3": "27",
  "pwn3": "Cutter Wings",
  "pwd3": "Flight 40m, OIF (−½); 40 Active Points, 27 Real",
  "pwe3": "4",
  "pwc4": "20",
  "pwn4": "Rescue Beacon",
  "pwd4": "Telepathy 8d6, OAF (−1); 40 Active Points, 20 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "15-",
  "skc3": "3",
  "skn3": "Combat Piloting",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Navigation",
  "skr4": "15-",
  "skc5": "3",
  "skn5": "Paramedics",
  "skr5": "15-",
  "skc6": "3",
  "skn6": "Persuasion",
  "skr6": "15-",
  "skc7": "3",
  "skn7": "Oratory",
  "skr7": "15-",
  "skc8": "3",
  "skn8": "Survival",
  "skr8": "15-",
  "skc9": "3",
  "skn9": "Interrogation",
  "skr9": "15-",
  "skc10": "3",
  "skn10": "Bureaucratics",
  "skr10": "15-",
  "skc11": "3",
  "skn11": "Deduction",
  "skr11": "15-",
  "skc12": "3",
  "skn12": "Breakfall",
  "skr12": "15-",
  "skc13": "1",
  "skn13": "Familiarity: Combat Driving",
  "skr13": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: refuses to lose another team-mate (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: public identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Red Meridian (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: old spinal injury (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: Commander Vale (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Kitebird": {
  "name": "Kitebird",
  "player": "",
  "concept": "Rookie Flier; Juan Pablo Ríos, kite-surfing instructor",
  "campaign": "Harbor Watch",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "17",
  "endNow": "70",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 50m (Kite Flight, 5 END)",
  "combatNotes": "Attacks: Gust Shot: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 50m, 5 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 247 + Powers 146 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A kite-surfing instructor who caught a gust that never let go of him. He's fast, cheerful and has no idea how much trouble he's in.",
  "tactics": "Gust Shot: A blast of wind that knocks targets flat.\nUpdraft Shield: A cushion of wind around him.\nKite Flight: He flies on a wind only he can feel.",
  "campaignUse": "Member of Harbor Watch, a team of 3 (Mixed power levels: a 600-point veteran and two 400-point rookies). The team: A veteran hero who has outlived two teams takes on a pair of rookies. She has 200 Experience Points more than either of them, and in a fight it shows; the trick is getting them to that level alive.\nRoster: Steadfast (Veteran Shield-Bearer); Kitebird (Rookie Flier); Rustbelt (Rookie Brick).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Steadfast, Rustbelt.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "26",
  "con": "23",
  "int": "13",
  "ego": "13",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "17",
  "ed": "17",
  "rec": "15",
  "end": "70",
  "body": "17",
  "stun": "56",
  "pwc1": "60",
  "pwn1": "Gust Shot",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "36",
  "pwn2": "Updraft Shield",
  "pwd2": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "50",
  "pwn3": "Kite Flight",
  "pwd3": "Flight 50m; 50 Active Points, 50 Real",
  "pwe3": "5",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "1",
  "skn3": "Familiarity: Navigation",
  "skr3": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: reckless show-off (Common, Strong)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: Doldrum (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Dependent NPC: his kid sister (Infrequently 8-, Incompetent)",
  "cop5": "10",
  "cod5": "Physical Complication: grounded in dead calm (Frequently, Slightly Impairing)"
 },
 "Rustbelt": {
  "name": "Rustbelt",
  "player": "",
  "concept": "Rookie Brick; Darnell Hughes, laid-off auto worker",
  "campaign": "Harbor Watch",
  "basePts": "325",
  "xp": "0",
  "stunNow": "70",
  "bodyNow": "18",
  "endNow": "70",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Scrap Throw: Blast 10d6 normal damage, ranged, OCV 9 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 3½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 299 + Powers 94 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An auto worker whose plant closed the week he started turning into steel. He's strong, angry and trying to aim the anger somewhere useful.",
  "tactics": "Rolled Steel: Plates of grey steel across his skin.\nScrap Throw: He throws whatever metal is lying around.",
  "campaignUse": "Member of Harbor Watch, a team of 3 (Mixed power levels: a 600-point veteran and two 400-point rookies). The team: A veteran hero who has outlived two teams takes on a pair of rookies. She has 200 Experience Points more than either of them, and in a fight it shows; the trick is getting them to that level alive.\nRoster: Steadfast (Veteran Shield-Bearer); Kitebird (Rookie Flier); Rustbelt (Rookie Brick).",
  "notes": "From Sample Characters, Teams of Three. Teammates: Steadfast, Kitebird.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "11",
  "ego": "13",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "5",
  "pd": "22",
  "ed": "19",
  "rec": "14",
  "end": "70",
  "body": "18",
  "stun": "70",
  "pwc1": "54",
  "pwn1": "Rolled Steel",
  "pwd1": "Resistant Protection 18 PD / 18 ED; 54 Active Points, 54 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Scrap Throw",
  "pwd2": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Mechanics",
  "skr1": "11-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Climbing",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: angry at the company that closed the plant (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "15",
  "cod3": "Hunted: the company's private security (Infrequently 8-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Distinctive Features: steel skin (Not Concealable, Noticed and Recognizable)",
  "cop5": "10",
  "cod5": "Dependent NPC: his twin daughters (Infrequently 8-, Normal)"
 },
 "Commander Vale": {
  "name": "Commander Vale",
  "player": "",
  "concept": "Shield-Bearing Leader; Colonel Amelia Vale, army officer",
  "campaign": "Response Team Seven",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "18",
  "endNow": "70",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Jump Pack, 2 END)",
  "combatNotes": "Attacks: Shield Throw: Blast 14d6 normal damage, ranged, OCV 10 vs DCV, 7 END.\nPunch: 5d6 normal damage (STR 25, 2 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 303 + Powers 72 + Skills 25 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An army colonel with a kinetic shield and twenty years of field command. She plans every operation and she's always the last one out.",
  "tactics": "Kinetic Shield: A powered shield that soaks up impacts; it can be knocked from her arm.\nShield Throw: She hurls the shield and it rebounds into her hand.\nJump Pack: A military jump pack strapped to her armor.",
  "campaignUse": "Member of Response Team Seven, a team of 4 (Federal rapid-response unit). The team: A government-sponsored team that deploys to disasters and supervillain incidents. They have helicopters, paperwork and a chain of command, and they follow orders, mostly.\nRoster: Commander Vale (Shield-Bearing Leader); Girder (Super-Strong Engineer); Fulgur (Lightning Specialist); Sotto (Field Telepath).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Girder, Fulgur, Sotto.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "25",
  "dex": "26",
  "con": "23",
  "int": "18",
  "ego": "18",
  "pre": "23",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "21",
  "ed": "21",
  "rec": "15",
  "end": "70",
  "body": "18",
  "stun": "60",
  "pwc1": "24",
  "pwn1": "Kinetic Shield",
  "pwd1": "Resistant Protection 16 PD / 16 ED, OAF (−1); 48 Active Points, 24 Real",
  "pwe1": "0",
  "pwc2": "35",
  "pwn2": "Shield Throw",
  "pwd2": "Blast 14d6, OAF (−1); 70 Active Points, 35 Real",
  "pwe2": "7",
  "pwc3": "13",
  "pwn3": "Jump Pack",
  "pwd3": "Flight 20m, OIF (−½); 20 Active Points, 13 Real",
  "pwe3": "2",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Combat Piloting",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Oratory",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Combat Driving",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Bureaucratics",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Survival",
  "skr8": "13-",
  "skc9": "1",
  "skn9": "Familiarity: Paramedics",
  "skr9": "8-",
  "cop1": "20",
  "cod1": "Social Complication: subject to orders from the agency (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: the mission comes first (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: the Red Meridian terrorist cell (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: old knee injury (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: a rival agency director (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Girder": {
  "name": "Girder",
  "player": "",
  "concept": "Super-Strong Engineer; Sergeant Kenji Watanabe, combat engineer",
  "campaign": "Response Team Seven",
  "basePts": "325",
  "xp": "0",
  "stunNow": "72",
  "bodyNow": "21",
  "endNow": "70",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Shockwave Stomp: Blast 10d6 normal damage, ranged, OCV 10 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 296 + Powers 94 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A combat engineer whose strength lets him lift collapsed floors off survivors. He'd rather rebuild a bridge than knock one down.",
  "tactics": "Dense Frame: His body is denser than structural steel.\nShockwave Stomp: A stamp of his boot that sends a shockwave through the ground.",
  "campaignUse": "Member of Response Team Seven, a team of 4 (Federal rapid-response unit). The team: A government-sponsored team that deploys to disasters and supervillain incidents. They have helicopters, paperwork and a chain of command, and they follow orders, mostly.\nRoster: Commander Vale (Shield-Bearing Leader); Girder (Super-Strong Engineer); Fulgur (Lightning Specialist); Sotto (Field Telepath).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Commander Vale, Fulgur, Sotto.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "13",
  "ego": "13",
  "pre": "17",
  "ocv": "10",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "18",
  "ed": "18",
  "rec": "14",
  "end": "70",
  "body": "21",
  "stun": "72",
  "pwc1": "54",
  "pwn1": "Dense Frame",
  "pwd1": "Resistant Protection 18 PD / 18 ED; 54 Active Points, 54 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Shockwave Stomp",
  "pwd2": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Mechanics",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Demolitions",
  "skr2": "12-",
  "skc3": "3",
  "skn3": "Teamwork",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Climbing",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Social Complication: subject to orders from the agency (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: Code Against Killing (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: the Red Meridian terrorist cell (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: too heavy for most vehicles and floors (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Dependent NPC: his young daughter (Infrequently 8-, Normal)"
 },
 "Fulgur": {
  "name": "Fulgur",
  "player": "",
  "concept": "Lightning Specialist; Corporal Zanele Dube, electrician",
  "campaign": "Response Team Seven",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "60",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Arc Flight, 3 END)",
  "combatNotes": "Attacks: Lightning Strike: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Ball Lightning: Blast 8d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 219 + Powers 174 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An electrician turned soldier who throws lightning with surgical precision. She's the team's heavy artillery.",
  "tactics": "Lightning Strike: A forked lightning bolt from her outstretched hand.\nBall Lightning: A crackling sphere she shapes between her palms.\nGrounded: Energy flows through her and into the ground.\nArc Flight: She rides along an arc of current.",
  "campaignUse": "Member of Response Team Seven, a team of 4 (Federal rapid-response unit). The team: A government-sponsored team that deploys to disasters and supervillain incidents. They have helicopters, paperwork and a chain of command, and they follow orders, mostly.\nRoster: Commander Vale (Shield-Bearing Leader); Girder (Super-Strong Engineer); Fulgur (Lightning Specialist); Sotto (Field Telepath).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Commander Vale, Girder, Sotto.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "25",
  "con": "23",
  "int": "15",
  "ego": "13",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "11",
  "ed": "15",
  "rec": "10",
  "end": "60",
  "body": "15",
  "stun": "52",
  "pwc1": "60",
  "pwn1": "Lightning Strike",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "48",
  "pwn2": "Ball Lightning",
  "pwd2": "Blast 8d6, Penetrating (+½), Gestures (−¼); 60 Active Points, 48 Real",
  "pwe2": "6",
  "pwc3": "36",
  "pwn3": "Grounded",
  "pwd3": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe3": "0",
  "pwc4": "30",
  "pwn4": "Arc Flight",
  "pwd4": "Flight 30m; 30 Active Points, 30 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Electronics",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "1",
  "skn3": "Familiarity: Mechanics",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Social Complication: subject to orders from the agency (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Vulnerability: water attacks (1½× STUN and 2× BODY, Uncommon)",
  "cop3": "20",
  "cod3": "Hunted: the Red Meridian terrorist cell (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Psychological Complication: impatient with red tape (Common, Moderate)",
  "cop5": "10",
  "cod5": "Physical Complication: shorts out electronics she touches (Frequently, Slightly Impairing)"
 },
 "Sotto": {
  "name": "Sotto",
  "player": "",
  "concept": "Field Telepath; Lieutenant Mateo Rojas, intelligence officer",
  "campaign": "Response Team Seven",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "14",
  "endNow": "45",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Tactical Link: Telepathy 14d6, OMCV 11 vs DMCV, effect against EGO, 7 END; Stand Down: Mind Control 12d6, OMCV 11 vs DMCV, effect against EGO, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 239 + Powers 148 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An intelligence officer whose telepathy keeps the team linked and their enemies confused. He hears more than he wants to.",
  "tactics": "Tactical Link: He links the team's minds across a battlefield.\nStand Down: He orders enemies to drop their weapons.\nPsi Screen: A faint psychic field that nudges attacks aside.",
  "campaignUse": "Member of Response Team Seven, a team of 4 (Federal rapid-response unit). The team: A government-sponsored team that deploys to disasters and supervillain incidents. They have helicopters, paperwork and a chain of command, and they follow orders, mostly.\nRoster: Commander Vale (Shield-Bearing Leader); Girder (Super-Strong Engineer); Fulgur (Lightning Specialist); Sotto (Field Telepath).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Commander Vale, Girder, Fulgur.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "22",
  "con": "22",
  "int": "20",
  "ego": "27",
  "pre": "16",
  "ocv": "7",
  "dcv": "8",
  "omcv": "11",
  "dmcv": "12",
  "spd": "5",
  "pd": "10",
  "ed": "12",
  "rec": "9",
  "end": "45",
  "body": "14",
  "stun": "44",
  "pwc1": "70",
  "pwn1": "Tactical Link",
  "pwd1": "Telepathy 14d6; 70 Active Points, 70 Real",
  "pwe1": "7",
  "pwc2": "48",
  "pwn2": "Stand Down",
  "pwd2": "Mind Control 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe2": "6",
  "pwc3": "30",
  "pwn3": "Psi Screen",
  "pwd3": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Interrogation",
  "skr3": "12-",
  "skc4": "3",
  "skn4": "Persuasion",
  "skr4": "12-",
  "skc5": "1",
  "skn5": "Familiarity: Computer Programming",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Social Complication: subject to orders from the agency (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: haunted by the thoughts of enemies he's read (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: the Red Meridian terrorist cell (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: migraines after long links (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: Commander Vale (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Magister Oduya": {
  "name": "Magister Oduya",
  "player": "",
  "concept": "Archmage; Ngozi Oduya, history professor",
  "campaign": "The Order of the Silver Key",
  "basePts": "325",
  "xp": "0",
  "stunNow": "50",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Astral Stair, 3 END)",
  "combatNotes": "Attacks: Bolt of Ages: Blast 14d6 normal damage, ranged, OCV 7 vs DCV, 7 END; Seal of Silence: Telepathy 10d6, OMCV 12 vs DMCV, effect against EGO, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4d6.\nRequires a Roll: roll 11- on 3d6 each time the power is used, or it fails for that Phase (the END is still spent).\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 270 + Powers 120 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A history professor who leads the order with patience and very old magic. She has read every warning in the archive and ignored only a few of them.",
  "tactics": "Bolt of Ages: Ancient magic that hits hard but doesn't always answer.\nWard of Ages: A globe of silver runes that turns blows and bolts aside.\nAstral Stair: She climbs invisible stairs into the sky.\nSeal of Silence: She speaks mind to mind with the order.",
  "campaignUse": "Member of The Order of the Silver Key, a team of 4 (Mystic order). The team: Four guardians of the city's hidden doors to other worlds. Their magic is strong, but most of it needs words, gestures or a successful roll.\nRoster: Magister Oduya (Archmage); Brother Calloway (Battle Monk); Seer Vasanti (Oracle); Rook (Gargoyle Guardian).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Brother Calloway, Seer Vasanti, Rook.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Requires a Roll taken as a flat 11- roll (−½).",
  "str": "10",
  "dex": "23",
  "con": "23",
  "int": "23",
  "ego": "30",
  "pre": "21",
  "ocv": "7",
  "dcv": "8",
  "omcv": "12",
  "dmcv": "12",
  "spd": "5",
  "pd": "12",
  "ed": "14",
  "rec": "11",
  "end": "65",
  "body": "15",
  "stun": "50",
  "pwc1": "35",
  "pwn1": "Bolt of Ages",
  "pwd1": "Blast 14d6, Requires a Roll (11- roll; −½), Gestures (−¼), Incantations (−¼); 70 Active Points, 35 Real",
  "pwe1": "7",
  "pwc2": "32",
  "pwn2": "Ward of Ages",
  "pwd2": "Resistant Protection 16 PD / 16 ED, Gestures (−¼), Incantations (−¼); 48 Active Points, 32 Real",
  "pwe2": "0",
  "pwc3": "24",
  "pwn3": "Astral Stair",
  "pwd3": "Flight 30m, Incantations (−¼); 30 Active Points, 24 Real",
  "pwe3": "3",
  "pwc4": "29",
  "pwn4": "Seal of Silence",
  "pwd4": "Telepathy 10d6, Requires a Roll (11- roll; −½), Incantations (−¼); 50 Active Points, 29 Real",
  "pwe4": "5",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Oratory",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Deduction",
  "skr3": "14-",
  "skc4": "1",
  "skn4": "Familiarity: Navigation",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: duty to the order before all else (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Hollow King, a demon lord (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Vulnerability: demonic fire (1½× STUN and 1½× BODY, Uncommon)",
  "cop5": "10",
  "cod5": "Dependent NPC: her apprentice (Infrequently 8-, Normal)"
 },
 "Brother Calloway": {
  "name": "Brother Calloway",
  "player": "",
  "concept": "Battle Monk; Elias Calloway, monk",
  "campaign": "The Order of the Silver Key",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "19",
  "endNow": "70",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Staff Vault, 2 END)",
  "combatNotes": "Attacks: Lightstaff: Blast 14d6 normal damage, no range (melee), OCV 11 vs DCV, 7 END.\nPunch: 5d6 normal damage (STR 27, 3 END at full STR). Presence Attack: 4d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 313 + Powers 74 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A monk who fights with a glowing staff and robes stitched with protective prayers. He's the order's shield, and he never strikes first.",
  "tactics": "Lightstaff: A staff that strikes with blessed light.\nBlessed Robes: Robes woven with protective prayers.\nStaff Vault: He vaults across rooftops on the lightstaff.",
  "campaignUse": "Member of The Order of the Silver Key, a team of 4 (Mystic order). The team: Four guardians of the city's hidden doors to other worlds. Their magic is strong, but most of it needs words, gestures or a successful roll.\nRoster: Magister Oduya (Archmage); Brother Calloway (Battle Monk); Seer Vasanti (Oracle); Rook (Gargoyle Guardian).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Magister Oduya, Seer Vasanti, Rook.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Lightstaff strikes in melee, so its Blast takes No Range (−½); the 7 points freed buy +1 OCV and +2 STR (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "27",
  "dex": "26",
  "con": "26",
  "int": "14",
  "ego": "21",
  "pre": "21",
  "ocv": "11",
  "dcv": "9",
  "omcv": "5",
  "dmcv": "7",
  "spd": "7",
  "pd": "19",
  "ed": "19",
  "rec": "15",
  "end": "70",
  "body": "19",
  "stun": "60",
  "pwc1": "28",
  "pwn1": "Lightstaff",
  "pwd1": "Blast 14d6, No Range (−½), OAF (−1); 70 Active Points, 28 Real",
  "pwe1": "7",
  "pwc2": "36",
  "pwn2": "Blessed Robes",
  "pwd2": "Resistant Protection 18 PD / 18 ED, OIF (−½); 54 Active Points, 36 Real",
  "pwe2": "0",
  "pwc3": "10",
  "pwn3": "Staff Vault",
  "pwd3": "Flight 20m, OAF (−1); 20 Active Points, 10 Real",
  "pwe3": "2",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Breakfall",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Stealth",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Paramedics",
  "skr4": "12-",
  "skc5": "1",
  "skn5": "Familiarity: Climbing",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Psychological Complication: vow of poverty (Common, Strong)",
  "cop2": "20",
  "cod2": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop3": "20",
  "cod3": "Hunted: the Hollow King, a demon lord (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Social Complication: no legal identity (Frequently, Minor)",
  "cop5": "10",
  "cod5": "Rivalry: Magister Oduya (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Seer Vasanti": {
  "name": "Seer Vasanti",
  "player": "",
  "concept": "Oracle; Vasanti Rao, tarot reader",
  "campaign": "The Order of the Silver Key",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "15",
  "endNow": "60",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Inner Eye: Telepathy 14d6, OMCV 12 vs DMCV, effect against EGO, 7 END; Word of Command: Mind Control 10d6, OMCV 12 vs DMCV, effect against EGO, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4d6.\nRequires a Roll: roll 11- on 3d6 each time the power is used, or it fails for that Phase (the END is still spent).\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 273 + Powers 117 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A tarot reader whose visions guide the order. She sees what's coming and has learned the hard way that it can't always be changed.",
  "tactics": "Inner Eye: She sees thoughts and flashes of what they lead to.\nWord of Command: She speaks and the listener obeys.\nForesight: She steps aside from blows she saw coming.",
  "campaignUse": "Member of The Order of the Silver Key, a team of 4 (Mystic order). The team: Four guardians of the city's hidden doors to other worlds. Their magic is strong, but most of it needs words, gestures or a successful roll.\nRoster: Magister Oduya (Archmage); Brother Calloway (Battle Monk); Seer Vasanti (Oracle); Rook (Gargoyle Guardian).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Magister Oduya, Brother Calloway, Rook.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Requires a Roll taken as a flat 11- roll (−½).",
  "str": "10",
  "dex": "23",
  "con": "23",
  "int": "20",
  "ego": "30",
  "pre": "22",
  "ocv": "7",
  "dcv": "8",
  "omcv": "12",
  "dmcv": "12",
  "spd": "5",
  "pd": "13",
  "ed": "15",
  "rec": "12",
  "end": "60",
  "body": "15",
  "stun": "56",
  "pwc1": "47",
  "pwn1": "Inner Eye",
  "pwd1": "Telepathy 14d6, Requires a Roll (11- roll; −½); 70 Active Points, 47 Real",
  "pwe1": "7",
  "pwc2": "40",
  "pwn2": "Word of Command",
  "pwd2": "Mind Control 10d6, Incantations (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "pwc3": "30",
  "pwn3": "Foresight",
  "pwd3": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Acting",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Conversation",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Deduction",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: visions overwhelm her at bad moments (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Psychological Complication: fatalistic (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: the Hollow King, a demon lord (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Social Complication: dismissed as a fraud (Frequently, Minor)",
  "cop5": "10",
  "cod5": "Dependent NPC: her grandmother (Infrequently 8-, Normal)"
 },
 "Rook": {
  "name": "Rook",
  "player": "",
  "concept": "Gargoyle Guardian; Tobias Grünewald, night museum guard",
  "campaign": "The Order of the Silver Key",
  "basePts": "325",
  "xp": "0",
  "stunNow": "68",
  "bodyNow": "20",
  "endNow": "70",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Stone Wings, 2 END)",
  "combatNotes": "Attacks: Gargoyle Talons: Hand-to-Hand Killing Attack 2d6, +1 Damage Class per 5 STR used, up to 4d6, OCV 9 vs DCV, 3 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 4d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 283 + Powers 110 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A museum guard who turns into a stone gargoyle after sunset. By day he's a quiet man with a crossword; by night he's the order's wall.",
  "tactics": "Stone Hide: Granite skin that bullets chip but can't pierce.\nGargoyle Talons: Stone talons that crack steel.\nStone Wings: Heavy stone wings that carry him slowly over the rooftops.",
  "campaignUse": "Member of The Order of the Silver Key, a team of 4 (Mystic order). The team: Four guardians of the city's hidden doors to other worlds. Their magic is strong, but most of it needs words, gestures or a successful roll.\nRoster: Magister Oduya (Archmage); Brother Calloway (Battle Monk); Seer Vasanti (Oracle); Rook (Gargoyle Guardian).",
  "notes": "From Sample Characters, Teams of Four. Teammates: Magister Oduya, Brother Calloway, Seer Vasanti.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Gargoyle Talons).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "10",
  "ego": "13",
  "pre": "20",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "5",
  "spd": "5",
  "pd": "17",
  "ed": "17",
  "rec": "14",
  "end": "70",
  "body": "20",
  "stun": "68",
  "pwc1": "60",
  "pwn1": "Stone Hide",
  "pwd1": "Resistant Protection 20 PD / 20 ED; 60 Active Points, 60 Real",
  "pwe1": "0",
  "pwc2": "30",
  "pwn2": "Gargoyle Talons",
  "pwd2": "Killing Attack - Hand-To-Hand 2d6; 30 Active Points, 30 Real",
  "pwe2": "3",
  "pwc3": "20",
  "pwn3": "Stone Wings",
  "pwd3": "Flight 20m; 20 Active Points, 20 Real",
  "pwe3": "2",
  "skc1": "3",
  "skn1": "Climbing",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Stealth",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Survival",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: turns to stone and can't move at sunrise (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Distinctive Features: gargoyle form (Not Concealable, Noticed and Recognizable)",
  "cop3": "20",
  "cod3": "Hunted: the Hollow King, a demon lord (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Psychological Complication: painfully shy (Common, Moderate)",
  "cop5": "10",
  "cod5": "Social Complication: Secret Identity (Frequently, Minor)"
 },
 "Carom": {
  "name": "Carom",
  "player": "",
  "concept": "Reformed Blaster; Dmitri Volkov, ex-thief",
  "campaign": "The Second Chance",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "15",
  "endNow": "70",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Rebound, 2 END)",
  "combatNotes": "Attacks: Bounce Bolt: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Rebound Shot: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 240 + Powers 150 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former bank thief whose energy bolts bounce off walls. He's funny, fast and still checks every vault door he passes.",
  "tactics": "Bounce Bolt: Energy bolts that ricochet around corners.\nRebound Shot: A carefully angled bank shot into the gap in a target's armor.\nKinetic Field: A field that deflects incoming force.\nRebound: He bounces off walls and ceilings.",
  "campaignUse": "Member of The Second Chance, a team of 5 (Parole-board team). The team: Five former villains working off their sentences under a parole program. Nobody trusts them, and they don't always trust each other.\nRoster: Carom (Reformed Blaster); Breakwall (Reformed Brick); Siren Song (Reformed Mind Controller); Wireframe (Reformed Hacker); Blackthorn (Reformed Plant Controller).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Breakwall, Siren Song, Wireframe, Blackthorn.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "15",
  "ego": "13",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "17",
  "ed": "16",
  "rec": "12",
  "end": "70",
  "body": "15",
  "stun": "60",
  "pwc1": "60",
  "pwn1": "Bounce Bolt",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "40",
  "pwn2": "Rebound Shot",
  "pwd2": "Blast 8d6, Armor Piercing (+¼), Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "pwc3": "30",
  "pwn3": "Kinetic Field",
  "pwd3": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe3": "0",
  "pwc4": "20",
  "pwn4": "Rebound",
  "pwd4": "Flight 20m; 20 Active Points, 20 Real",
  "pwe4": "2",
  "skc1": "3",
  "skn1": "Stealth",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Lockpicking",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Streetwise",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Acrobatics",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Social Complication: on parole (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: tempted by the old ways (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: his former crime boss, Velvet (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Rivalry: Breakwall (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)",
  "cop5": "10",
  "cod5": "Dependent NPC: his parole officer (Infrequently 8-, Normal)"
 },
 "Breakwall": {
  "name": "Breakwall",
  "player": "",
  "concept": "Reformed Brick; Bertha Kowal, ex-enforcer",
  "campaign": "The Second Chance",
  "basePts": "325",
  "xp": "0",
  "stunNow": "72",
  "bodyNow": "21",
  "endNow": "60",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Ground Pound: Blast 10d6 normal damage, Area of Effect 4m Radius centred on the character (attack roll against DCV 3), Personal Immunity, OCV 9 vs DCV, 7 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 296 + Powers 97 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An ex-enforcer who once broke legs for a living. Now she breaks walls to get people out, and she hates a bully more than anyone.",
  "tactics": "Iron Skin: Skin like cast iron that rings when it's hit.\nGround Pound: She slams the ground and the shockwave knocks everyone flat.",
  "campaignUse": "Member of The Second Chance, a team of 5 (Parole-board team). The team: Five former villains working off their sentences under a parole program. Nobody trusts them, and they don't always trust each other.\nRoster: Carom (Reformed Blaster); Breakwall (Reformed Brick); Siren Song (Reformed Mind Controller); Wireframe (Reformed Hacker); Blackthorn (Reformed Plant Controller).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Carom, Siren Song, Wireframe, Blackthorn.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Ground Pound knocks everyone around her flat, so it gets Area of Effect (4m Radius, +¼) centred on her with Personal Immunity (+¼) and No Range (−½); the 3 extra points come from −15 END (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "10",
  "ego": "13",
  "pre": "21",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "22",
  "ed": "19",
  "rec": "15",
  "end": "60",
  "body": "21",
  "stun": "72",
  "pwc1": "54",
  "pwn1": "Iron Skin",
  "pwd1": "Resistant Protection 18 PD / 18 ED; 54 Active Points, 54 Real",
  "pwe1": "0",
  "pwc2": "43",
  "pwn2": "Ground Pound",
  "pwd2": "Blast 10d6, Area of Effect: 4m Radius (+¼), Personal Immunity (+¼), No Range (−½), Gestures (−¼); 75 Active Points, 43 Real",
  "pwe2": "7",
  "skc1": "3",
  "skn1": "Streetwise",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Interrogation",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Climbing",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Social Complication: on parole (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: hates bullies (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: her former crime boss, Velvet (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: clumsy around anything fragile (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: Carom (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Siren Song": {
  "name": "Siren Song",
  "player": "",
  "concept": "Reformed Mind Controller; Lucia Moretti, lounge singer",
  "campaign": "The Second Chance",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "55",
  "rpd": "8",
  "red": "8",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Song of Command: Mind Control 14d6, OMCV 12 vs DMCV, effect against EGO, 7 END; Echo: Telepathy 10d6, OMCV 12 vs DMCV, effect against EGO, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 260 + Powers 130 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A singer whose voice once made crowds hand over their wallets. She now sings hostage-takers to sleep and still can't quite believe she's on the right side.",
  "tactics": "Song of Command: A melody that compels anyone who hears it.\nEcho: She hears the thoughts behind the voices around her.\nSonic Veil: A hum of sound that blunts attacks.",
  "campaignUse": "Member of The Second Chance, a team of 5 (Parole-board team). The team: Five former villains working off their sentences under a parole program. Nobody trusts them, and they don't always trust each other.\nRoster: Carom (Reformed Blaster); Breakwall (Reformed Brick); Siren Song (Reformed Mind Controller); Wireframe (Reformed Hacker); Blackthorn (Reformed Plant Controller).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Carom, Breakwall, Wireframe, Blackthorn.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "23",
  "con": "23",
  "int": "15",
  "ego": "30",
  "pre": "23",
  "ocv": "7",
  "dcv": "8",
  "omcv": "12",
  "dmcv": "12",
  "spd": "5",
  "pd": "10",
  "ed": "12",
  "rec": "12",
  "end": "55",
  "body": "15",
  "stun": "52",
  "pwc1": "56",
  "pwn1": "Song of Command",
  "pwd1": "Mind Control 14d6, Incantations (−¼); 70 Active Points, 56 Real",
  "pwe1": "7",
  "pwc2": "50",
  "pwn2": "Echo",
  "pwd2": "Telepathy 10d6; 50 Active Points, 50 Real",
  "pwe2": "5",
  "pwc3": "24",
  "pwn3": "Sonic Veil",
  "pwd3": "Resistant Protection 8 PD / 8 ED; 24 Active Points, 24 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Acting",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "High Society",
  "skr3": "14-",
  "skc4": "1",
  "skn4": "Familiarity: Conversation",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Social Complication: on parole (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: craves attention (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: her former crime boss, Velvet (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: powerless if gagged (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: Breakwall (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Wireframe": {
  "name": "Wireframe",
  "player": "",
  "concept": "Reformed Hacker; Oskar Lindqvist, ex-hacker",
  "campaign": "The Second Chance",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "18",
  "endNow": "60",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Lifter Drones, 3 END)",
  "combatNotes": "Attacks: Drone Strike: Blast 14d6 normal damage, ranged, OCV 10 vs DCV, 7 END; EMP Drone: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 10 vs DCV, 5 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 280 + Powers 104 + Skills 16 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An ex-hacker in a drone-studded harness who emptied bank accounts by remote. Now he empties villains' bank accounts, with paperwork.",
  "tactics": "Drone Strike: A swarm of zapping drones.\nEMP Drone: A drone that fries power armor.\nDrone Harness: A harness of shield drones.\nLifter Drones: Four big drones that carry him.",
  "campaignUse": "Member of The Second Chance, a team of 5 (Parole-board team). The team: Five former villains working off their sentences under a parole program. Nobody trusts them, and they don't always trust each other.\nRoster: Carom (Reformed Blaster); Breakwall (Reformed Brick); Siren Song (Reformed Mind Controller); Wireframe (Reformed Hacker); Blackthorn (Reformed Plant Controller).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Carom, Breakwall, Siren Song, Blackthorn.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "26",
  "con": "26",
  "int": "23",
  "ego": "16",
  "pre": "16",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "17",
  "ed": "17",
  "rec": "15",
  "end": "60",
  "body": "18",
  "stun": "56",
  "pwc1": "35",
  "pwn1": "Drone Strike",
  "pwd1": "Blast 14d6, OAF (−1); 70 Active Points, 35 Real",
  "pwe1": "7",
  "pwc2": "25",
  "pwn2": "EMP Drone",
  "pwd2": "Blast 8d6, Armor Piercing (+¼), OAF (−1); 50 Active Points, 25 Real",
  "pwe2": "5",
  "pwc3": "24",
  "pwn3": "Drone Harness",
  "pwd3": "Resistant Protection 12 PD / 12 ED, OIF (−½); 36 Active Points, 24 Real",
  "pwe3": "0",
  "pwc4": "20",
  "pwn4": "Lifter Drones",
  "pwd4": "Flight 30m, OIF (−½); 30 Active Points, 20 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Computer Programming",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Electronics",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Inventor",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Security Systems",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Systems Operation",
  "skr5": "14-",
  "skc6": "1",
  "skn6": "Familiarity: Mechanics",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Social Complication: on parole (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: can't resist a locked system (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: his former crime boss, Velvet (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: weak and unfit (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: Siren Song (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Blackthorn": {
  "name": "Blackthorn",
  "player": "",
  "concept": "Reformed Plant Controller; Maeve Doherty, ex-eco-saboteur",
  "campaign": "The Second Chance",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "17",
  "endNow": "70",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Vine Swing, 2 END)",
  "combatNotes": "Attacks: Thorn Lash: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Thorn Volley: Ranged Killing Attack 2d6, OCV 9 vs DCV, 3 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 253 + Powers 140 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An ex-saboteur who once tore down factories with brambles. Now she uses her thorns to stop people, and she's still angry about the factories.",
  "tactics": "Thorn Lash: Thorny vines that lash out.\nThorn Volley: Thorns as long as knitting needles.\nBark Skin: Bark that grows over her skin.\nVine Swing: She swings on vines she grows as she goes.",
  "campaignUse": "Member of The Second Chance, a team of 5 (Parole-board team). The team: Five former villains working off their sentences under a parole program. Nobody trusts them, and they don't always trust each other.\nRoster: Carom (Reformed Blaster); Breakwall (Reformed Brick); Siren Song (Reformed Mind Controller); Wireframe (Reformed Hacker); Blackthorn (Reformed Plant Controller).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Carom, Breakwall, Siren Song, Wireframe.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Thorn Volley).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "18",
  "ego": "15",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "17",
  "ed": "19",
  "rec": "15",
  "end": "70",
  "body": "17",
  "stun": "60",
  "pwc1": "60",
  "pwn1": "Thorn Lash",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "24",
  "pwn2": "Thorn Volley",
  "pwd2": "Killing Attack - Ranged 2d6, Gestures (−¼); 30 Active Points, 24 Real",
  "pwe2": "3",
  "pwc3": "36",
  "pwn3": "Bark Skin",
  "pwd3": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe3": "0",
  "pwc4": "20",
  "pwn4": "Vine Swing",
  "pwd4": "Flight 20m; 20 Active Points, 20 Real",
  "pwe4": "2",
  "skc1": "3",
  "skn1": "Survival",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Science Skill: Botany",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Climbing",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Social Complication: on parole (Very Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: hates polluters (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: her former crime boss, Velvet (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "10",
  "cod4": "Vulnerability: fire attacks (1½× STUN, Common)",
  "cop5": "10",
  "cod5": "Rivalry: Wireframe (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Quarterback": {
  "name": "Quarterback",
  "player": "",
  "concept": "Super-Strong Student; Tyrell Washington, football player",
  "campaign": "The Varsity",
  "basePts": "325",
  "xp": "0",
  "stunNow": "76",
  "bodyNow": "19",
  "endNow": "75",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Long Bomb: Blast 10d6 normal damage, ranged, OCV 10 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 305 + Powers 88 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A football player who can throw a car further than a football. He's the club's captain and its loudest cheerleader.",
  "tactics": "Tough as Turf: He shrugs off bullets like tackles from a freshman.\nLong Bomb: He throws a car, a lamppost or a dumpster.",
  "campaignUse": "Member of The Varsity, a team of 5 (College hero club). The team: Five students at Harbor State who formed a hero club after the same lab-tour accident. They have homework, finals and supervillains.\nRoster: Quarterback (Super-Strong Student); Sprint (Super-Fast Student); Brainstorm (Telepathic Student); Sparkplug (Electric Student); Mascot (Were-Hound).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Sprint, Brainstorm, Sparkplug, Mascot.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "13",
  "ego": "13",
  "pre": "21",
  "ocv": "10",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "7",
  "spd": "5",
  "pd": "19",
  "ed": "19",
  "rec": "13",
  "end": "75",
  "body": "19",
  "stun": "76",
  "pwc1": "48",
  "pwn1": "Tough as Turf",
  "pwd1": "Resistant Protection 16 PD / 16 ED; 48 Active Points, 48 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Long Bomb",
  "pwd2": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Teamwork",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Acrobatics",
  "skr3": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: team captain who has to lead (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: Professor Null, a disgraced faculty member (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: student schedule and grades (Frequently, Major)",
  "cop5": "10",
  "cod5": "Dependent NPC: his little brother (Infrequently 8-, Normal)"
 },
 "Sprint": {
  "name": "Sprint",
  "player": "",
  "concept": "Super-Fast Student; Lin Mei, track star",
  "campaign": "The Varsity",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "15",
  "endNow": "70",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Wall Run, 4 END)",
  "combatNotes": "Attacks: Flurry: Blast 10d6 normal damage, no range (melee), OCV 10 vs DCV, 5 END; Whirlwind: Blast 8d6 normal damage, ranged, OCV 10 vs DCV, 4 END.\nPunch: 2d6 normal damage (STR 12, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 258 + Powers 135 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A track star who now runs faster than the cars on the freeway. She punches a dozen times a second and runs across rooftops.",
  "tactics": "Flurry: A dozen punches landing at once.\nBlur: She's not quite where attacks land.\nWhirlwind: She runs in a tight circle and hurls a funnel of wind.\nWall Run: She runs up walls and across water and doesn't stop.",
  "campaignUse": "Member of The Varsity, a team of 5 (College hero club). The team: Five students at Harbor State who formed a hero club after the same lab-tour accident. They have homework, finals and supervillains.\nRoster: Quarterback (Super-Strong Student); Sprint (Super-Fast Student); Brainstorm (Telepathic Student); Sparkplug (Electric Student); Mascot (Were-Hound).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Quarterback, Brainstorm, Sparkplug, Mascot.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Flurry is a dozen punches, so its Blast takes No Range (−½); the 17 points freed buy +1 SPD, +1 OCV and +2 STR (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "12",
  "dex": "26",
  "con": "23",
  "int": "13",
  "ego": "13",
  "pre": "16",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "8",
  "pd": "12",
  "ed": "12",
  "rec": "13",
  "end": "70",
  "body": "15",
  "stun": "56",
  "pwc1": "33",
  "pwn1": "Flurry",
  "pwd1": "Blast 10d6, No Range (−½); 50 Active Points, 33 Real",
  "pwe1": "5",
  "pwc2": "30",
  "pwn2": "Blur",
  "pwd2": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe2": "0",
  "pwc3": "32",
  "pwn3": "Whirlwind",
  "pwd3": "Blast 8d6, Gestures (−¼); 40 Active Points, 32 Real",
  "pwe3": "4",
  "pwc4": "40",
  "pwn4": "Wall Run",
  "pwd4": "Flight 40m; 40 Active Points, 40 Real",
  "pwe4": "4",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "1",
  "skn3": "Familiarity: Breakfall",
  "skr3": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: impatient (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: Professor Null, a disgraced faculty member (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: student schedule and grades (Frequently, Major)",
  "cop5": "10",
  "cod5": "Physical Complication: always hungry (Frequently, Slightly Impairing)"
 },
 "Brainstorm": {
  "name": "Brainstorm",
  "player": "",
  "concept": "Telepathic Student; Aditya Rao, philosophy major",
  "campaign": "The Varsity",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "14",
  "endNow": "50",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Study Group: Telepathy 14d6, OMCV 12 vs DMCV, effect against EGO, 7 END; Thought Lock: Mind Control 10d6, OMCV 12 vs DMCV, effect against EGO, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 250 + Powers 140 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A philosophy major who now hears what everyone is thinking. He keeps the team linked, and keeps asking whether reading minds is ethical.",
  "tactics": "Study Group: He links the team's minds.\nThought Lock: He freezes a thug in place.\nMind Shield: A psychic field around him that pushes attacks off line.",
  "campaignUse": "Member of The Varsity, a team of 5 (College hero club). The team: Five students at Harbor State who formed a hero club after the same lab-tour accident. They have homework, finals and supervillains.\nRoster: Quarterback (Super-Strong Student); Sprint (Super-Fast Student); Brainstorm (Telepathic Student); Sparkplug (Electric Student); Mascot (Were-Hound).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Quarterback, Sprint, Sparkplug, Mascot.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "23",
  "con": "23",
  "int": "20",
  "ego": "29",
  "pre": "17",
  "ocv": "7",
  "dcv": "8",
  "omcv": "12",
  "dmcv": "12",
  "spd": "5",
  "pd": "10",
  "ed": "12",
  "rec": "10",
  "end": "50",
  "body": "14",
  "stun": "44",
  "pwc1": "70",
  "pwn1": "Study Group",
  "pwd1": "Telepathy 14d6; 70 Active Points, 70 Real",
  "pwe1": "7",
  "pwc2": "40",
  "pwn2": "Thought Lock",
  "pwd2": "Mind Control 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "pwc3": "30",
  "pwn3": "Mind Shield",
  "pwd3": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Teamwork",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Deduction",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Persuasion",
  "skr3": "12-",
  "skc4": "1",
  "skn4": "Familiarity: Computer Programming",
  "skr4": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: overthinks everything (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: Professor Null, a disgraced faculty member (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: student schedule and grades (Frequently, Major)",
  "cop5": "10",
  "cod5": "Physical Complication: headaches in crowds (Frequently, Slightly Impairing)"
 },
 "Sparkplug": {
  "name": "Sparkplug",
  "player": "",
  "concept": "Electric Student; Chloé Dubois, engineering student",
  "campaign": "The Varsity",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Magnetic Glide, 3 END)",
  "combatNotes": "Attacks: Spark: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Arc Weld: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 224 + Powers 166 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An engineering student who charges her own gadgets and fries other people's. She keeps building gear and breaking it.",
  "tactics": "Spark: A crackling bolt from her hands.\nArc Weld: A tight arc that welds through armor.\nStatic Shell: A crackling field of static that blunts impacts and sparks.\nMagnetic Glide: She glides on magnetic fields.",
  "campaignUse": "Member of The Varsity, a team of 5 (College hero club). The team: Five students at Harbor State who formed a hero club after the same lab-tour accident. They have homework, finals and supervillains.\nRoster: Quarterback (Super-Strong Student); Sprint (Super-Fast Student); Brainstorm (Telepathic Student); Sparkplug (Electric Student); Mascot (Were-Hound).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Quarterback, Sprint, Brainstorm, Mascot.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "26",
  "con": "23",
  "int": "18",
  "ego": "13",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "11",
  "ed": "13",
  "rec": "11",
  "end": "65",
  "body": "15",
  "stun": "52",
  "pwc1": "60",
  "pwn1": "Spark",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "40",
  "pwn2": "Arc Weld",
  "pwd2": "Blast 8d6, Armor Piercing (+¼), Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "pwc3": "36",
  "pwn3": "Static Shell",
  "pwd3": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe3": "0",
  "pwc4": "30",
  "pwn4": "Magnetic Glide",
  "pwd4": "Flight 30m; 30 Active Points, 30 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Electronics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Mechanics",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Teamwork",
  "skr3": "14-",
  "skc4": "1",
  "skn4": "Familiarity: Computer Programming",
  "skr4": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: perfectionist (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: Professor Null, a disgraced faculty member (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: student schedule and grades (Frequently, Major)",
  "cop5": "10",
  "cod5": "Vulnerability: water attacks (1½× STUN and 1½× BODY, Uncommon)"
 },
 "Mascot": {
  "name": "Mascot",
  "player": "",
  "concept": "Were-Hound; Luis Mendoza, theater major",
  "campaign": "The Varsity",
  "basePts": "325",
  "xp": "0",
  "stunNow": "70",
  "bodyNow": "18",
  "endNow": "70",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Jaws and Claws: Hand-to-Hand Killing Attack 3d6, +1 Damage Class per 5 STR used, up to 6d6, OCV 10 vs DCV, 4 END.\nPunch: 7d6 normal damage (STR 35, 3 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 303 + Powers 87 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A theater major who turns into a huge hound, the college's mascot. He plays it up for crowds and fights like a dog.",
  "tactics": "Jaws and Claws: The hound's teeth and claws, big enough to bite through a car door.\nThick Hide: A thick, matted hide that turns knives and bullets.",
  "campaignUse": "Member of The Varsity, a team of 5 (College hero club). The team: Five students at Harbor State who formed a hero club after the same lab-tour accident. They have homework, finals and supervillains.\nRoster: Quarterback (Super-Strong Student); Sprint (Super-Fast Student); Brainstorm (Telepathic Student); Sparkplug (Electric Student); Mascot (Were-Hound).",
  "notes": "From Sample Characters, Teams of Five. Teammates: Quarterback, Sprint, Brainstorm, Sparkplug.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Jaws and Claws).",
  "str": "35",
  "dex": "26",
  "con": "25",
  "int": "13",
  "ego": "13",
  "pre": "21",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "20",
  "ed": "18",
  "rec": "14",
  "end": "70",
  "body": "18",
  "stun": "70",
  "pwc1": "45",
  "pwn1": "Jaws and Claws",
  "pwd1": "Killing Attack - Hand-To-Hand 3d6; 45 Active Points, 45 Real",
  "pwe1": "4",
  "pwc2": "42",
  "pwn2": "Thick Hide",
  "pwd2": "Resistant Protection 14 PD / 14 ED; 42 Active Points, 42 Real",
  "pwe2": "0",
  "skc1": "3",
  "skn1": "Acting",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Acrobatics",
  "skr3": "14-",
  "skc4": "1",
  "skn4": "Familiarity: Persuasion",
  "skr4": "8-",
  "cop1": "15",
  "cod1": "Social Complication: Secret Identity (Frequently, Major)",
  "cop2": "15",
  "cod2": "Psychological Complication: hammy showman (Common, Strong)",
  "cop3": "20",
  "cod3": "Hunted: Professor Null, a disgraced faculty member (Frequently 11-, Mo Pow, Harshly Punish)",
  "cop4": "15",
  "cod4": "Social Complication: student schedule and grades (Frequently, Major)",
  "cop5": "10",
  "cod5": "Distinctive Features: hound form (Concealable, Noticed and Recognizable)"
 },
 "Apogee": {
  "name": "Apogee",
  "player": "",
  "concept": "Flying Leader; Captain Imani Bello, astronaut",
  "campaign": "The Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "50",
  "bodyNow": "16",
  "endNow": "55",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 50m (Orbit, 5 END)",
  "combatNotes": "Attacks: Star Punch: Blast 6d6 normal damage, ranged, OCV 8 vs DCV, 3 END.\nPunch: 10d6 normal damage (STR 50, 5 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 50m, 5 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 250 + Powers 134 + Skills 16 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An astronaut who came back from a spacewalk with the strength of a star. She leads the team with calm authority and a lot of patience.",
  "tactics": "Cosmic Skin: Her skin glows when hit.\nOrbit: She flies faster than sound.\nStar Punch: A punch thrown from fifty metres away; the shockwave does the rest.",
  "campaignUse": "Member of The Meridian, a team of 6 (World-class team). The team: Six heroes who protect the planet from an orbital headquarters. They deal with invasions, cosmic disasters and the occasional diplomatic incident.\nRoster: Apogee (Flying Leader); Nadir (Shadow Fighter); Fulcrum (Balance Mystic); Solstice (Solar Blaster); Tectonic (Earth-Shaking Brick); Vernier (Gadgeteer).",
  "notes": "From Sample Characters, Teams of Six. Teammates: Nadir, Fulcrum, Solstice, Tectonic, Vernier.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "50",
  "dex": "20",
  "con": "28",
  "int": "18",
  "ego": "18",
  "pre": "23",
  "ocv": "8",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "5",
  "spd": "5",
  "pd": "15",
  "ed": "15",
  "rec": "12",
  "end": "55",
  "body": "16",
  "stun": "50",
  "pwc1": "54",
  "pwn1": "Cosmic Skin",
  "pwd1": "Resistant Protection 18 PD / 18 ED; 54 Active Points, 54 Real",
  "pwe1": "0",
  "pwc2": "50",
  "pwn2": "Orbit",
  "pwd2": "Flight 50m; 50 Active Points, 50 Real",
  "pwe2": "5",
  "pwc3": "30",
  "pwn3": "Star Punch",
  "pwd3": "Blast 6d6; 30 Active Points, 30 Real",
  "pwe3": "3",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Persuasion",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Oratory",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Combat Piloting",
  "skr5": "13-",
  "skc6": "1",
  "skn6": "Familiarity: Navigation",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: public figure (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Vorr Hegemony (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Psychological Complication: carries the world on her shoulders (Common, Moderate)",
  "cop5": "10",
  "cod5": "Dependent NPC: her husband (Infrequently 8-, Normal)"
 },
 "Nadir": {
  "name": "Nadir",
  "player": "",
  "concept": "Shadow Fighter; Park Jae-hyun, stuntman",
  "campaign": "The Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "18",
  "endNow": "70",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Shadow Step, 2 END)",
  "combatNotes": "Attacks: Shadow Blade: Hand-to-Hand Killing Attack 2d6, +1 Damage Class per 5 STR used, up to 4d6, Penetrating, OCV 10 vs DCV, 4 END.\nPunch: 4d6 normal damage (STR 20, 2 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 292 + Powers 95 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A stuntman who fell through a shadow portal on a film set and came back part of it. He scouts ahead, fights from the dark and resents the spotlight Apogee lives in.",
  "tactics": "Shadow Blade: A blade of hardened shadow that cuts through armor plate.\nShadow Form: His body turns to shadow.\nShadow Step: He glides from one shadow to the next.",
  "campaignUse": "Member of The Meridian, a team of 6 (World-class team). The team: Six heroes who protect the planet from an orbital headquarters. They deal with invasions, cosmic disasters and the occasional diplomatic incident.\nRoster: Apogee (Flying Leader); Nadir (Shadow Fighter); Fulcrum (Balance Mystic); Solstice (Solar Blaster); Tectonic (Earth-Shaking Brick); Vernier (Gadgeteer).",
  "notes": "From Sample Characters, Teams of Six. Teammates: Apogee, Fulcrum, Solstice, Tectonic, Vernier.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Shadow Blade).",
  "str": "20",
  "dex": "26",
  "con": "26",
  "int": "14",
  "ego": "21",
  "pre": "19",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "19",
  "ed": "19",
  "rec": "15",
  "end": "70",
  "body": "18",
  "stun": "60",
  "pwc1": "45",
  "pwn1": "Shadow Blade",
  "pwd1": "Killing Attack - Hand-To-Hand 2d6, Penetrating (+½); 45 Active Points, 45 Real",
  "pwe1": "4",
  "pwc2": "30",
  "pwn2": "Shadow Form",
  "pwd2": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe2": "0",
  "pwc3": "20",
  "pwn3": "Shadow Step",
  "pwd3": "Flight 20m; 20 Active Points, 20 Real",
  "pwe3": "2",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Stealth",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Breakfall",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Teamwork",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Climbing",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: weakens in bright light (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Vorr Hegemony (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Psychological Complication: brooding (Common, Moderate)",
  "cop5": "10",
  "cod5": "Rivalry: Apogee (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Fulcrum": {
  "name": "Fulcrum",
  "player": "",
  "concept": "Balance Mystic; Farida Nasser, astronomer",
  "campaign": "The Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "14",
  "endNow": "50",
  "rpd": "10",
  "red": "10",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Balance: Telepathy 14d6, OMCV 12 vs DMCV, effect against EGO, 7 END; Tip the Scales: Mind Control 10d6, OMCV 12 vs DMCV, effect against EGO, 5 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 250 + Powers 140 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An astronomer who felt the stars shift during an eclipse and came back able to tip the balance of any mind. She calms panicking crowds and tips fights.",
  "tactics": "Balance: Mind-to-mind contact with anyone she can see, friend or foe.\nTip the Scales: A nudge to a target's mind.\nWard: A protective field of starlight drawn from the night sky.",
  "campaignUse": "Member of The Meridian, a team of 6 (World-class team). The team: Six heroes who protect the planet from an orbital headquarters. They deal with invasions, cosmic disasters and the occasional diplomatic incident.\nRoster: Apogee (Flying Leader); Nadir (Shadow Fighter); Fulcrum (Balance Mystic); Solstice (Solar Blaster); Tectonic (Earth-Shaking Brick); Vernier (Gadgeteer).",
  "notes": "From Sample Characters, Teams of Six. Teammates: Apogee, Nadir, Solstice, Tectonic, Vernier.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "22",
  "con": "22",
  "int": "20",
  "ego": "29",
  "pre": "20",
  "ocv": "7",
  "dcv": "8",
  "omcv": "12",
  "dmcv": "12",
  "spd": "5",
  "pd": "10",
  "ed": "12",
  "rec": "10",
  "end": "50",
  "body": "14",
  "stun": "44",
  "pwc1": "70",
  "pwn1": "Balance",
  "pwd1": "Telepathy 14d6; 70 Active Points, 70 Real",
  "pwe1": "7",
  "pwc2": "40",
  "pwn2": "Tip the Scales",
  "pwd2": "Mind Control 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "pwc3": "30",
  "pwn3": "Ward",
  "pwd3": "Resistant Protection 10 PD / 10 ED; 30 Active Points, 30 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Teamwork",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Deduction",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Navigation",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: Code Against Killing (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Vorr Hegemony (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: weak at the solstices (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: Nadir (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Solstice": {
  "name": "Solstice",
  "player": "",
  "concept": "Solar Blaster; Rahim Chowdhury, solar engineer",
  "campaign": "The Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "14",
  "endNow": "60",
  "rpd": "12",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Sunwind, 3 END)",
  "combatNotes": "Attacks: Solar Flare: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Sunspot: Blast 8d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 6 END.\nPunch: 2d6 normal damage (STR 10, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 216 + Powers 177 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A solar engineer who absorbs sunlight and fires it back. He's the team's heavy hitter and he's at his best at noon.",
  "tactics": "Solar Flare: A beam of concentrated sunlight from his open palm.\nSunspot: A dense ball of plasma that burns through any defense.\nCorona: A blazing corona that melts bullets before they reach him.\nSunwind: He rides the solar wind.",
  "campaignUse": "Member of The Meridian, a team of 6 (World-class team). The team: Six heroes who protect the planet from an orbital headquarters. They deal with invasions, cosmic disasters and the occasional diplomatic incident.\nRoster: Apogee (Flying Leader); Nadir (Shadow Fighter); Fulcrum (Balance Mystic); Solstice (Solar Blaster); Tectonic (Earth-Shaking Brick); Vernier (Gadgeteer).",
  "notes": "From Sample Characters, Teams of Six. Teammates: Apogee, Nadir, Fulcrum, Tectonic, Vernier.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "10",
  "dex": "25",
  "con": "23",
  "int": "18",
  "ego": "15",
  "pre": "17",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "5",
  "spd": "6",
  "pd": "10",
  "ed": "14",
  "rec": "10",
  "end": "60",
  "body": "14",
  "stun": "48",
  "pwc1": "60",
  "pwn1": "Solar Flare",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "48",
  "pwn2": "Sunspot",
  "pwd2": "Blast 8d6, Penetrating (+½), Gestures (−¼); 60 Active Points, 48 Real",
  "pwe2": "6",
  "pwc3": "39",
  "pwn3": "Corona",
  "pwd3": "Resistant Protection 12 PD / 14 ED; 39 Active Points, 39 Real",
  "pwe3": "0",
  "pwc4": "30",
  "pwn4": "Sunwind",
  "pwd4": "Flight 30m; 30 Active Points, 30 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Science Skill: Solar Physics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "1",
  "skn3": "Familiarity: Electronics",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Physical Complication: weakens at night (Frequently, Fully Impairing)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Vorr Hegemony (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Psychological Complication: hot-headed (Common, Moderate)",
  "cop5": "10",
  "cod5": "Rivalry: Nadir (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Tectonic": {
  "name": "Tectonic",
  "player": "",
  "concept": "Earth-Shaking Brick; Ana Lima, geologist",
  "campaign": "The Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "68",
  "bodyNow": "20",
  "endNow": "70",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Quake: Blast 10d6 normal damage, ranged, OCV 9 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 293 + Powers 100 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A geologist who touched a crystal vein a mile underground and came up able to move the earth. She's the team's wall and its calmest voice.",
  "tactics": "Stone Skin: Her skin turns to living stone when trouble starts.\nQuake: She stamps and the street ripples, throwing a target off its feet.",
  "campaignUse": "Member of The Meridian, a team of 6 (World-class team). The team: Six heroes who protect the planet from an orbital headquarters. They deal with invasions, cosmic disasters and the occasional diplomatic incident.\nRoster: Apogee (Flying Leader); Nadir (Shadow Fighter); Fulcrum (Balance Mystic); Solstice (Solar Blaster); Tectonic (Earth-Shaking Brick); Vernier (Gadgeteer).",
  "notes": "From Sample Characters, Teams of Six. Teammates: Apogee, Nadir, Fulcrum, Solstice, Vernier.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "15",
  "ego": "13",
  "pre": "17",
  "ocv": "9",
  "dcv": "7",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "21",
  "ed": "18",
  "rec": "14",
  "end": "70",
  "body": "20",
  "stun": "68",
  "pwc1": "60",
  "pwn1": "Stone Skin",
  "pwd1": "Resistant Protection 20 PD / 20 ED; 60 Active Points, 60 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Quake",
  "pwd2": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Science Skill: Geology",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Climbing",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Distinctive Features: stone skin (Not Concealable, Always Noticed and Causes Major Reaction)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Vorr Hegemony (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Psychological Complication: stubborn (Common, Moderate)",
  "cop5": "10",
  "cod5": "Physical Complication: very heavy (Frequently, Slightly Impairing)"
 },
 "Vernier": {
  "name": "Vernier",
  "player": "",
  "concept": "Gadgeteer; Hiroshi Tanaka, inventor",
  "campaign": "The Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "16",
  "endNow": "60",
  "rpd": "20",
  "red": "20",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Jet Boots, 4 END)",
  "combatNotes": "Attacks: Gadget Gun: Blast 14d6 normal damage, ranged, OCV 10 vs DCV, 7 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 276 + Powers 102 + Skills 22 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An inventor who built the team's orbital headquarters and keeps it running. His battle suit has a gadget for every problem and a few for problems that don't exist yet.",
  "tactics": "Gadget Gun: A multi-mode blaster he redesigns every week.\nBattle Suit: An armored suit packed with sensors, built for orbit and battle alike.\nJet Boots: Jet boots that let him keep up with the flyers on the team.",
  "campaignUse": "Member of The Meridian, a team of 6 (World-class team). The team: Six heroes who protect the planet from an orbital headquarters. They deal with invasions, cosmic disasters and the occasional diplomatic incident.\nRoster: Apogee (Flying Leader); Nadir (Shadow Fighter); Fulcrum (Balance Mystic); Solstice (Solar Blaster); Tectonic (Earth-Shaking Brick); Vernier (Gadgeteer).",
  "notes": "From Sample Characters, Teams of Six. Teammates: Apogee, Nadir, Fulcrum, Solstice, Tectonic.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "26",
  "con": "23",
  "int": "25",
  "ego": "15",
  "pre": "16",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "17",
  "ed": "17",
  "rec": "15",
  "end": "60",
  "body": "16",
  "stun": "56",
  "pwc1": "35",
  "pwn1": "Gadget Gun",
  "pwd1": "Blast 14d6, OAF (−1); 70 Active Points, 35 Real",
  "pwe1": "7",
  "pwc2": "40",
  "pwn2": "Battle Suit",
  "pwd2": "Resistant Protection 20 PD / 20 ED, OIF (−½); 60 Active Points, 40 Real",
  "pwe2": "0",
  "pwc3": "27",
  "pwn3": "Jet Boots",
  "pwd3": "Flight 40m, OIF (−½); 40 Active Points, 27 Real",
  "pwe3": "4",
  "skc1": "3",
  "skn1": "Inventor",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Electronics",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Mechanics",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Computer Programming",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Teamwork",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Science Skill: Physics",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Systems Operation",
  "skr7": "14-",
  "skc8": "1",
  "skn8": "Familiarity: Combat Piloting",
  "skr8": "8-",
  "cop1": "20",
  "cod1": "Psychological Complication: arrogant genius (Common, Total)",
  "cop2": "15",
  "cod2": "Social Complication: Secret Identity (Frequently, Major)",
  "cop3": "20",
  "cod3": "Hunted: the Vorr Hegemony (Infrequently 8-, Mo Pow, NCI, Harshly Punish)",
  "cop4": "10",
  "cod4": "Physical Complication: nearsighted (Frequently, Slightly Impairing)",
  "cop5": "10",
  "cod5": "Rivalry: Apogee (Professional, Rival is More Powerful, Seek to Outdo, Rival Aware)"
 },
 "Velvet": {
  "name": "Velvet",
  "player": "",
  "concept": "Villain: Crime Boss and Mesmerist; Cassia Vellacourt, nightclub owner",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "0",
  "stunNow": "52",
  "bodyNow": "15",
  "endNow": "60",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Velvet Voice: Mind Control 12d6, OMCV 12 vs DMCV, effect against EGO, 6 END; Derringer: Ranged Killing Attack 2d6, OCV 7 vs DCV, 3 END.\nPunch: 2½d6 normal damage (STR 14, 1 END at full STR). Presence Attack: 5d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 290 + Powers 91 + Skills 19 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "The silk-gloved head of the Velvet Syndicate, who owns half the docks and most of the city council. Her voice makes people want to agree with her, and her bodyguards handle the ones who don't.",
  "tactics": "Velvet Voice: A soft voice that makes refusal unthinkable.\nSilk Armor: A designer coat with layers of spider-silk armor.\nDerringer: A pearl-handled pistol she has never needed to use in public.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Derringer).",
  "str": "14",
  "dex": "26",
  "con": "23",
  "int": "20",
  "ego": "30",
  "pre": "25",
  "ocv": "7",
  "dcv": "8",
  "omcv": "12",
  "dmcv": "12",
  "spd": "6",
  "pd": "12",
  "ed": "12",
  "rec": "12",
  "end": "60",
  "body": "15",
  "stun": "52",
  "pwc1": "48",
  "pwn1": "Velvet Voice",
  "pwd1": "Mind Control 12d6, Incantations (−¼); 60 Active Points, 48 Real",
  "pwe1": "6",
  "pwc2": "28",
  "pwn2": "Silk Armor",
  "pwd2": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe2": "0",
  "pwc3": "15",
  "pwn3": "Derringer",
  "pwd3": "Killing Attack - Ranged 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe3": "3",
  "skc1": "3",
  "skn1": "High Society",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Acting",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Bureaucratics",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Streetwise",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Conversation",
  "skr6": "14-",
  "skc7": "1",
  "skn7": "Familiarity: Security Systems",
  "skr7": "8-",
  "cop1": "20",
  "cod1": "Hunted: Night Ledger and Quill (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: public figure hiding a criminal empire (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: never forgives a betrayal (Common, Total)",
  "cop4": "15",
  "cod4": "Psychological Complication: vain (Common, Strong)"
 },
 "Doldrum": {
  "name": "Doldrum",
  "player": "",
  "concept": "Villain: Calm-Bringer; Silas Pemberton, failed meteorologist",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "13",
  "endNow": "55",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Low Pressure, 3 END)",
  "combatNotes": "Attacks: Dead Air: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Suffocation: Blast 8d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 6 END.\nPunch: 2d6 normal damage (STR 11, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 213 + Powers 180 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A meteorologist who lost his career for predicting a storm that never came. Now he steals the wind itself, leaving cities in dead, suffocating calm while he robs them.",
  "tactics": "Dead Air: He drops the air pressure around a target and it collapses.\nStillness: Blows slow to nothing in the still air around him.\nLow Pressure: He drifts on a pocket of still air.\nSuffocation: He pulls the air out of a target's lungs.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "11",
  "dex": "23",
  "con": "23",
  "int": "20",
  "ego": "15",
  "pre": "16",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "6",
  "pd": "12",
  "ed": "13",
  "rec": "9",
  "end": "55",
  "body": "13",
  "stun": "44",
  "pwc1": "60",
  "pwn1": "Dead Air",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "42",
  "pwn2": "Stillness",
  "pwd2": "Resistant Protection 14 PD / 14 ED; 42 Active Points, 42 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Low Pressure",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "pwc4": "48",
  "pwn4": "Suffocation",
  "pwd4": "Blast 8d6, Penetrating (+½), Gestures (−¼); 60 Active Points, 48 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Science Skill: Meteorology",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Electronics",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Navigation",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Hunted: Kestrel Vane and Copperline (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: must prove the experts wrong (Common, Total)",
  "cop4": "15",
  "cod4": "Rivalry: Coriolis (Professional, Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware)"
 },
 "Curtain Call": {
  "name": "Curtain Call",
  "player": "",
  "concept": "Villain: Stage Villain; Rupert Valance, theater producer",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "15",
  "endNow": "60",
  "rpd": "12",
  "red": "12",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Final Bow: Blast 12d6 normal damage, ranged, OCV 8 vs DCV, 6 END; Mass Hypnosis: Mind Control 12d6, OMCV 9 vs DMCV, effect against EGO, 6 END.\nPunch: 2d6 normal damage (STR 12, 1 END at full STR). Presence Attack: 4½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 260 + Powers 124 + Skills 16 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A theater producer whose shows kept closing on opening night until an old prop mirror showed him how to make audiences see anything. Every crime is a performance and every hero is a critic.",
  "tactics": "Final Bow: A spotlight that burns like a stage on fire.\nMass Hypnosis: He speaks his lines and the audience obeys.\nStage Smoke: Clouds of stage smoke that hide where he really stands.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "12",
  "dex": "26",
  "con": "23",
  "int": "18",
  "ego": "26",
  "pre": "23",
  "ocv": "8",
  "dcv": "8",
  "omcv": "9",
  "dmcv": "11",
  "spd": "5",
  "pd": "11",
  "ed": "13",
  "rec": "11",
  "end": "60",
  "body": "15",
  "stun": "48",
  "pwc1": "48",
  "pwn1": "Final Bow",
  "pwd1": "Blast 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe1": "6",
  "pwc2": "40",
  "pwn2": "Mass Hypnosis",
  "pwd2": "Mind Control 12d6, Gestures (−¼), Incantations (−¼); 60 Active Points, 40 Real",
  "pwe2": "6",
  "pwc3": "36",
  "pwn3": "Stage Smoke",
  "pwd3": "Resistant Protection 12 PD / 12 ED; 36 Active Points, 36 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Acting",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Disguise",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Persuasion",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Oratory",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Electronics",
  "skr5": "13-",
  "skc6": "1",
  "skn6": "Familiarity: Sleight of Hand",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Hunted: Halflight (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: everything must be theatrical (Common, Total)",
  "cop4": "15",
  "cod4": "Physical Complication: his powers fail in silence (Frequently, Greatly Impairing)"
 },
 "Deadbolt": {
  "name": "Deadbolt",
  "player": "",
  "concept": "Villain: Rival Lock-Sorcerer; Grigor Malenkov, safecracker",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Key to the Sky, 3 END)",
  "combatNotes": "Attacks: Seal Bolt: Blast 14d6 normal damage, ranged, OCV 7 vs DCV, 7 END; Combination: Mind Control 12d6, OMCV 11 vs DMCV, effect against EGO, 6 END.\nPunch: 2d6 normal damage (STR 12, 1 END at full STR). Presence Attack: 4d6.\nRequires a Roll: roll 11- on 3d6 each time the power is used, or it fails for that Phase (the END is still spent).\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 265 + Powers 125 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A safecracker who learned the same lock magic as Hexwright and decided it was better for opening vaults. He can seal a door so nothing gets through, or open one into somewhere much worse.",
  "tactics": "Seal Bolt: A bolt of locking force that slams a target shut.\nLocked Door: He locks himself away from harm.\nKey to the Sky: He opens a door in the air and steps through.\nCombination: He turns the dial of a mind until it clicks.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Requires a Roll taken as a flat 11- roll (−½).",
  "str": "12",
  "dex": "24",
  "con": "23",
  "int": "20",
  "ego": "30",
  "pre": "21",
  "ocv": "7",
  "dcv": "8",
  "omcv": "11",
  "dmcv": "12",
  "spd": "5",
  "pd": "11",
  "ed": "13",
  "rec": "11",
  "end": "65",
  "body": "15",
  "stun": "48",
  "pwc1": "35",
  "pwn1": "Seal Bolt",
  "pwd1": "Blast 14d6, Requires a Roll (11- roll; −½), Gestures (−¼), Incantations (−¼); 70 Active Points, 35 Real",
  "pwe1": "7",
  "pwc2": "32",
  "pwn2": "Locked Door",
  "pwd2": "Resistant Protection 16 PD / 16 ED, Gestures (−¼), Incantations (−¼); 48 Active Points, 32 Real",
  "pwe2": "0",
  "pwc3": "24",
  "pwn3": "Key to the Sky",
  "pwd3": "Flight 30m, Incantations (−¼); 30 Active Points, 24 Real",
  "pwe3": "3",
  "pwc4": "34",
  "pwn4": "Combination",
  "pwd4": "Mind Control 12d6, Requires a Roll (11- roll; −½), Gestures (−¼); 60 Active Points, 34 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Lockpicking",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Security Systems",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Streetwise",
  "skr3": "13-",
  "skc4": "1",
  "skn4": "Familiarity: Persuasion",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Hunted: Hexwright (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: greedy (Common, Total)",
  "cop4": "15",
  "cod4": "Vulnerability: iron attacks (1½× STUN and 2× BODY, Uncommon)"
 },
 "Scissor": {
  "name": "Scissor",
  "player": "",
  "concept": "Villain: Martial-Arts Master; Lan Feiyan, former paper-arts teacher",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "100",
  "stunNow": "60",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Crane Flight, 3 END)",
  "combatNotes": "Attacks: Thousand-Fold Blade: Hand-to-Hand Killing Attack 3d6, +1 Damage Class per 5 STR used, up to 6d6, Armor Piercing, OCV 11 vs DCV, 6 END; Paper Cyclone: Blast 13d6 normal damage, Area of Effect 4m Radius centred on the character (attack roll against DCV 3), Personal Immunity, OCV 11 vs DCV, 10 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 295 + Powers 189 + Skills 16 = 500 (325 + 75 from Complications + 100 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "Paper Tiger's old teacher, who decided that a blade folded perfectly should be used. She cuts through steel with paper and through people with no hesitation at all.",
  "tactics": "Thousand-Fold Blade: A paper blade folded a thousand times; it cuts through armor.\nPaper Cyclone: A storm of razor paper that batters everything around her.\nFolded Silk: Layered paper armor beneath her robes.\nCrane Flight: Paper wings unfold from her sleeves.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Thousand-Fold Blade).\nCorrected: Paper Cyclone hits everything around her: Area of Effect (4m Radius, +¼), Personal Immunity (+¼), No Range (−½), at 13d6; the 1 point left buys +5 END; fire attacks are Common, so a 15-point Vulnerability is not possible: it is now 20 (1½× STUN and 1½× BODY) and Hunted: Paper Tiger is As Pow on 11-, 15 not 20 (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "15",
  "dex": "28",
  "con": "25",
  "int": "18",
  "ego": "20",
  "pre": "18",
  "ocv": "11",
  "dcv": "10",
  "omcv": "5",
  "dmcv": "7",
  "spd": "7",
  "pd": "16",
  "ed": "16",
  "rec": "12",
  "end": "65",
  "body": "15",
  "stun": "60",
  "pwc1": "56",
  "pwn1": "Thousand-Fold Blade",
  "pwd1": "Killing Attack - Hand-To-Hand 3d6, Armor Piercing (+¼); 56 Active Points, 56 Real",
  "pwe1": "6",
  "pwc2": "55",
  "pwn2": "Paper Cyclone",
  "pwd2": "Blast 13d6, Area of Effect: 4m Radius (+¼), Personal Immunity (+¼), No Range (−½), Gestures (−¼); 97 Active Points, 55 Real",
  "pwe2": "10",
  "pwc3": "48",
  "pwn3": "Folded Silk",
  "pwd3": "Resistant Protection 16 PD / 16 ED; 48 Active Points, 48 Real",
  "pwe3": "0",
  "pwc4": "30",
  "pwn4": "Crane Flight",
  "pwd4": "Flight 30m; 30 Active Points, 30 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Breakfall",
  "skr2": "15-",
  "skc3": "3",
  "skn3": "Stealth",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Sleight of Hand",
  "skr4": "15-",
  "skc5": "3",
  "skn5": "Climbing",
  "skr5": "15-",
  "skc6": "1",
  "skn6": "Familiarity: Tactics",
  "skr6": "8-",
  "cop1": "15",
  "cod1": "Hunted: Paper Tiger (Frequently 11-, As Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: perfection excuses anything (Common, Total)",
  "cop4": "20",
  "cod4": "Vulnerability: fire attacks (1½× STUN and 1½× BODY, Common)"
 },
 "Thaw": {
  "name": "Thaw",
  "player": "",
  "concept": "Villain: Climate-Cult Prophet; Severin Holt, ex-oil executive",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "100",
  "stunNow": "58",
  "bodyNow": "15",
  "endNow": "65",
  "rpd": "18",
  "red": "22",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Rising Thermal, 4 END)",
  "combatNotes": "Attacks: Hothouse: Blast 13d6 normal damage, Area of Effect 16m Line starting from the character (attack roll against DCV 3), OCV 9 vs DCV, 8 END; Sermon: Mind Control 12d6, OMCV 5 vs DMCV, effect against EGO, 6 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 5d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 258 + Powers 229 + Skills 13 = 500 (325 + 75 from Complications + 100 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former oil executive who decided the warming world was a cleansing fire and appointed himself its prophet. He melts glaciers, burns cities and preaches the whole time.",
  "tactics": "Hothouse: A wave of heat that scorches everything in its path.\nHeat Shimmer: Heat haze that warps and melts incoming attacks.\nRising Thermal: He rises on a column of hot air.\nSermon: His followers hear and obey.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).\nCorrected: Hothouse scorches everything in its path, so it gets Area of Effect (16m Line, +¼), at 13d6 to stay near its old cost; the 1 extra point comes from −5 END; cold attacks are Common, so a 15-point Vulnerability is not possible: it is now 20 (1½× STUN and 1½× BODY) and the Hunted drops non-combat influence, 15 instead of 20 (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "15",
  "dex": "20",
  "con": "25",
  "int": "20",
  "ego": "23",
  "pre": "25",
  "ocv": "9",
  "dcv": "8",
  "omcv": "5",
  "dmcv": "7",
  "spd": "6",
  "pd": "12",
  "ed": "18",
  "rec": "12",
  "end": "65",
  "body": "15",
  "stun": "58",
  "pwc1": "81",
  "pwn1": "Hothouse",
  "pwd1": "Blast 13d6, Area of Effect: 16m Line (+¼); 81 Active Points, 81 Real",
  "pwe1": "8",
  "pwc2": "60",
  "pwn2": "Heat Shimmer",
  "pwd2": "Resistant Protection 18 PD / 22 ED; 60 Active Points, 60 Real",
  "pwe2": "0",
  "pwc3": "40",
  "pwn3": "Rising Thermal",
  "pwd3": "Flight 40m; 40 Active Points, 40 Real",
  "pwe3": "4",
  "pwc4": "48",
  "pwn4": "Sermon",
  "pwd4": "Mind Control 12d6, Incantations (−¼); 60 Active Points, 48 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Oratory",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Bureaucratics",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "High Society",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Science Skill: Climatology",
  "skr5": "8-",
  "cop1": "15",
  "cod1": "Hunted: Kaamos and Calm Front (Infrequently 8-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: fanatical prophet (Common, Total)",
  "cop4": "20",
  "cod4": "Vulnerability: cold attacks (1½× STUN and 1½× BODY, Common)"
 },
 "Mirror": {
  "name": "Mirror",
  "player": "",
  "concept": "Villain: Infiltrator and Mimic; name unknown; last used Anouk Verhaegen",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "100",
  "stunNow": "54",
  "bodyNow": "15",
  "endNow": "55",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Borrowed Blade: Hand-to-Hand Killing Attack 4d6, +1 Damage Class per 5 STR used, up to 8d6, OCV 10 vs DCV, 6 END; Mind Mirror: Telepathy 12d6, OMCV 7 vs DMCV, effect against EGO, 6 END; Shatter: Blast 12d6 normal damage, ranged, OCV 10 vs DCV, 6 END.\nPunch: 2½d6 normal damage (STR 14, 1 END at full STR). Presence Attack: 4½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 286 + Powers 186 + Skills 28 = 500 (325 + 75 from Complications + 100 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "Softfall's old intelligence partner, who sold out their whole network. Nobody knows her real face; she wears other people's, and copies their skills as easily as their smiles.",
  "tactics": "Borrowed Blade: A monomolecular knife she keeps in her sleeve.\nMirror Image: Attacks hit the reflection a step to her left.\nMind Mirror: She reads a mind to copy its owner perfectly.\nShatter: A burst of mirror shards and blinding light.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Borrowed Blade).",
  "str": "14",
  "dex": "26",
  "con": "22",
  "int": "24",
  "ego": "24",
  "pre": "24",
  "ocv": "10",
  "dcv": "9",
  "omcv": "7",
  "dmcv": "10",
  "spd": "6",
  "pd": "13",
  "ed": "13",
  "rec": "11",
  "end": "55",
  "body": "15",
  "stun": "54",
  "pwc1": "30",
  "pwn1": "Borrowed Blade",
  "pwd1": "Killing Attack - Hand-To-Hand 4d6, OAF (−1); 60 Active Points, 30 Real",
  "pwe1": "6",
  "pwc2": "48",
  "pwn2": "Mirror Image",
  "pwd2": "Resistant Protection 16 PD / 16 ED; 48 Active Points, 48 Real",
  "pwe2": "0",
  "pwc3": "60",
  "pwn3": "Mind Mirror",
  "pwd3": "Telepathy 12d6; 60 Active Points, 60 Real",
  "pwe3": "6",
  "pwc4": "48",
  "pwn4": "Shatter",
  "pwd4": "Blast 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe4": "6",
  "skc1": "3",
  "skn1": "Disguise",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Acting",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Stealth",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Security Systems",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Lockpicking",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Shadowing",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Persuasion",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "High Society",
  "skr8": "14-",
  "skc9": "3",
  "skn9": "Computer Programming",
  "skr9": "14-",
  "skc10": "1",
  "skn10": "Familiarity: Combat Driving",
  "skr10": "8-",
  "cop1": "20",
  "cod1": "Hunted: Softfall and her old agency (Infrequently 8-, Mo Pow, NCI, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal in six countries (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: no loyalty to anyone (Common, Total)",
  "cop4": "15",
  "cod4": "Psychological Complication: can't resist taunting old friends (Common, Strong)"
 },
 "Professor Null": {
  "name": "Professor Null",
  "player": "",
  "concept": "Villain: Mastermind; Dr. Leland Strauss, disgraced physicist",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "200",
  "stunNow": "80",
  "bodyNow": "19",
  "endNow": "90",
  "rpd": "26",
  "red": "26",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 40m (Hover Throne, 4 END)",
  "combatNotes": "Attacks: Null Ray: Blast 16d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 10 END; Neural Override: Mind Control 14d6, OMCV 14 vs DMCV, effect against EGO, 7 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 5d6.\nMovement: Flight 40m, 4 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 408 + Powers 164 + Skills 28 = 600 (325 + 75 from Complications + 200 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A Harbor State physics professor fired for experimenting on students. He sees heroes as experiments that got loose and intends to recollect every one of them.",
  "tactics": "Null Field Projector: A harness that projects a field of cancelled force.\nNull Ray: A ray that unmakes matter.\nHover Throne: A floating chair with too many instruments.\nNeural Override: A headset that seizes the mind of whoever is in front of it.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "28",
  "con": "28",
  "int": "30",
  "ego": "35",
  "pre": "26",
  "ocv": "9",
  "dcv": "10",
  "omcv": "14",
  "dmcv": "14",
  "spd": "7",
  "pd": "21",
  "ed": "23",
  "rec": "18",
  "end": "90",
  "body": "19",
  "stun": "80",
  "pwc1": "52",
  "pwn1": "Null Field Projector",
  "pwd1": "Resistant Protection 26 PD / 26 ED, OIF (−½); 78 Active Points, 52 Real",
  "pwe1": "0",
  "pwc2": "50",
  "pwn2": "Null Ray",
  "pwd2": "Blast 16d6, Armor Piercing (+¼), OAF (−1); 100 Active Points, 50 Real",
  "pwe2": "10",
  "pwc3": "27",
  "pwn3": "Hover Throne",
  "pwd3": "Flight 40m, OIF (−½); 40 Active Points, 27 Real",
  "pwe3": "4",
  "pwc4": "35",
  "pwn4": "Neural Override",
  "pwd4": "Mind Control 14d6, OAF (−1); 70 Active Points, 35 Real",
  "pwe4": "7",
  "skc1": "3",
  "skn1": "Inventor",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Science Skill: Physics",
  "skr2": "15-",
  "skc3": "3",
  "skn3": "Electronics",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Computer Programming",
  "skr4": "15-",
  "skc5": "3",
  "skn5": "Systems Operation",
  "skr5": "15-",
  "skc6": "3",
  "skn6": "Deduction",
  "skr6": "15-",
  "skc7": "3",
  "skn7": "Tactics",
  "skr7": "15-",
  "skc8": "3",
  "skn8": "Security Systems",
  "skr8": "15-",
  "skc9": "3",
  "skn9": "Bureaucratics",
  "skr9": "14-",
  "skc10": "1",
  "skn10": "Familiarity: Oratory",
  "skr10": "8-",
  "cop1": "20",
  "cod1": "Hunted: The Varsity and Grand Ward (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: megalomaniac (Common, Total)",
  "cop4": "15",
  "cod4": "Physical Complication: frail without his harness (Frequently, Greatly Impairing)"
 },
 "The Hollow King": {
  "name": "The Hollow King",
  "player": "",
  "concept": "Villain: Demon Lord; true name sealed; wears a dead king's shape",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "350",
  "stunNow": "80",
  "bodyNow": "22",
  "endNow": "60",
  "rpd": "30",
  "red": "30",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 60m (Hellwings, 6 END)",
  "combatNotes": "Attacks: Hollow Flame: Blast 16d6 normal damage, ranged, OCV 11 vs DCV, 8 END; Dominion: Mind Control 14d6, OMCV 10 vs DMCV, effect against EGO, 7 END; Soul Rend: Hand-to-Hand Killing Attack 4d6, +1 Damage Class per 5 STR used, up to 8d6, OCV 11 vs DCV, 6 END.\nPunch: 8d6 normal damage (STR 40, 4 END at full STR). Presence Attack: 6d6.\nMovement: Flight 60m, 6 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 388 + Powers 346 + Skills 16 = 750 (325 + 75 from Complications + 350 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A demon lord sealed behind the city's oldest door by the Order of the Silver Key. Every century the lock weakens; this century, he has started to walk through.",
  "tactics": "Hollow Flame: Black fire that burns from the inside.\nCrown of Thorns: Infernal armor of iron thorns.\nDominion: His voice reaches into every mind.\nHellwings: Wings of smoke and embers.\nSoul Rend: Talons that tear through any armor.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand from the card text (Soul Rend).",
  "str": "40",
  "dex": "22",
  "con": "35",
  "int": "25",
  "ego": "30",
  "pre": "30",
  "ocv": "11",
  "dcv": "9",
  "omcv": "10",
  "dmcv": "10",
  "spd": "6",
  "pd": "20",
  "ed": "20",
  "rec": "20",
  "end": "60",
  "body": "22",
  "stun": "80",
  "pwc1": "80",
  "pwn1": "Hollow Flame",
  "pwd1": "Blast 16d6; 80 Active Points, 80 Real",
  "pwe1": "8",
  "pwc2": "90",
  "pwn2": "Crown of Thorns",
  "pwd2": "Resistant Protection 30 PD / 30 ED; 90 Active Points, 90 Real",
  "pwe2": "0",
  "pwc3": "56",
  "pwn3": "Dominion",
  "pwd3": "Mind Control 14d6, Incantations (−¼); 70 Active Points, 56 Real",
  "pwe3": "7",
  "pwc4": "60",
  "pwn4": "Hellwings",
  "pwd4": "Flight 60m; 60 Active Points, 60 Real",
  "pwe4": "6",
  "pwc5": "60",
  "pwn5": "Soul Rend",
  "pwd5": "Killing Attack - Hand-To-Hand 4d6; 60 Active Points, 60 Real",
  "pwe5": "6",
  "skc1": "3",
  "skn1": "Persuasion",
  "skr1": "15-",
  "skc2": "3",
  "skn2": "Oratory",
  "skr2": "15-",
  "skc3": "3",
  "skn3": "Interrogation",
  "skr3": "15-",
  "skc4": "3",
  "skn4": "Acting",
  "skr4": "15-",
  "skc5": "3",
  "skn5": "Tactics",
  "skr5": "14-",
  "skc6": "1",
  "skn6": "Familiarity: High Society",
  "skr6": "8-",
  "cop1": "20",
  "cod1": "Hunted: the Order of the Silver Key (Infrequently 8-, Mo Pow, NCI, Capture)",
  "cop2": "20",
  "cod2": "Physical Complication: bound by any true name spoken aloud (Frequently, Fully Impairing)",
  "cop3": "20",
  "cod3": "Psychological Complication: contemptuous of mortals (Common, Total)",
  "cop4": "15",
  "cod4": "Vulnerability: holy fire (1½× STUN and 2× BODY, Uncommon)"
 },
 "Vask, Hegemon of the Vorr": {
  "name": "Vask, Hegemon of the Vorr",
  "player": "",
  "concept": "Villain: Alien Warlord; Vask, sixth Hegemon of the Vorr",
  "campaign": "Villains & Adversaries",
  "basePts": "325",
  "xp": "350",
  "stunNow": "114",
  "bodyNow": "26",
  "endNow": "85",
  "rpd": "30",
  "red": "30",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 80m (Void Jets, 8 END)",
  "combatNotes": "Attacks: War Lance: Ranged Killing Attack 4d6, Penetrating, OCV 12 vs DCV, 9 END; Star Cannon: Blast 18d6 normal damage, ranged, OCV 12 vs DCV, 9 END.\nPunch: 20d6 normal damage (STR 100, 10 END at full STR). Presence Attack: 6d6.\nMovement: Flight 80m, 8 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 513 + Powers 218 + Skills 19 = 750 (325 + 75 from Complications + 350 Experience Points). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "The armored ruler of an alien empire that has conquered eleven worlds and has decided Earth is the twelfth. He leads from the front and enjoys it.",
  "tactics": "Hegemon Plate: Ceremonial power armor forged from a dead star.\nWar Lance: An energy lance passed down by six Hegemons.\nStar Cannon: A gauntlet cannon that can sink a ship.\nVoid Jets: Armor thrusters built for open space.",
  "campaignUse": "Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villains & Adversaries.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (War Lance).",
  "str": "100",
  "dex": "26",
  "con": "45",
  "int": "23",
  "ego": "25",
  "pre": "30",
  "ocv": "12",
  "dcv": "10",
  "omcv": "5",
  "dmcv": "9",
  "spd": "7",
  "pd": "31",
  "ed": "29",
  "rec": "26",
  "end": "85",
  "body": "26",
  "stun": "114",
  "pwc1": "60",
  "pwn1": "Hegemon Plate",
  "pwd1": "Resistant Protection 30 PD / 30 ED, OIF (−½); 90 Active Points, 60 Real",
  "pwe1": "0",
  "pwc2": "45",
  "pwn2": "War Lance",
  "pwd2": "Killing Attack - Ranged 4d6, Penetrating (+½), OAF (−1); 90 Active Points, 45 Real",
  "pwe2": "9",
  "pwc3": "60",
  "pwn3": "Star Cannon",
  "pwd3": "Blast 18d6, OIF (−½); 90 Active Points, 60 Real",
  "pwe3": "9",
  "pwc4": "53",
  "pwn4": "Void Jets",
  "pwd4": "Flight 80m, OIF (−½); 80 Active Points, 53 Real",
  "pwe4": "8",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Combat Piloting",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Navigation",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Oratory",
  "skr4": "15-",
  "skc5": "3",
  "skn5": "Interrogation",
  "skr5": "15-",
  "skc6": "3",
  "skn6": "Teamwork",
  "skr6": "14-",
  "skc7": "1",
  "skn7": "Familiarity: Systems Operation",
  "skr7": "8-",
  "cop1": "20",
  "cod1": "Hunted: The Meridian and Everstar (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Psychological Complication: honor-bound to accept any duel (Common, Total)",
  "cop3": "20",
  "cod3": "Psychological Complication: arrogant conqueror (Common, Total)",
  "cop4": "15",
  "cod4": "Social Complication: ruler of an empire with rivals at home (Frequently, Major)"
 },
 "Ashfall": {
  "name": "Ashfall",
  "player": "",
  "concept": "Villain: Cell Commander; Viktor Draganov, ex-special forces",
  "campaign": "The Red Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "58",
  "bodyNow": "17",
  "endNow": "65",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Jump Jets, 3 END)",
  "combatNotes": "Attacks: Command Rifle: Ranged Killing Attack 2d6, OCV 9 vs DCV, 3 END; Grenade Launcher: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END.\nPunch: 4d6 normal damage (STR 22, 2 END at full STR). Presence Attack: 4½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 277 + Powers 101 + Skills 22 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A disgraced special-forces officer who runs the cell like a military unit. He plans everything and trusts nobody.",
  "tactics": "Command Rifle: A heavy rifle with a grenade launcher underneath.\nGrenade Launcher: Concussion grenades.\nCombat Armor: Stolen powered body armor.\nJump Jets: Shoulder-mounted thrusters.",
  "campaignUse": "Villain member of The Red Meridian, a team of 4 (Terrorist cell). The threat: A paramilitary cell with stolen superhuman technology and a manifesto nobody has finished reading. They hit infrastructure and vanish before the heroes arrive.\nRoster: Ashfall (Cell Commander); Sapper (Demolitions Expert); Signal Shepherd (Signal Jammer); Ironjaw (Shock Trooper).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Sapper, Signal Shepherd, Ironjaw.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Command Rifle).",
  "str": "22",
  "dex": "26",
  "con": "23",
  "int": "22",
  "ego": "18",
  "pre": "23",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "15",
  "ed": "15",
  "rec": "13",
  "end": "65",
  "body": "17",
  "stun": "58",
  "pwc1": "15",
  "pwn1": "Command Rifle",
  "pwd1": "Killing Attack - Ranged 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe1": "3",
  "pwc2": "30",
  "pwn2": "Grenade Launcher",
  "pwd2": "Blast 12d6, OAF (−1); 60 Active Points, 30 Real",
  "pwe2": "6",
  "pwc3": "36",
  "pwn3": "Combat Armor",
  "pwd3": "Resistant Protection 18 PD / 18 ED, OIF (−½); 54 Active Points, 36 Real",
  "pwe3": "0",
  "pwc4": "20",
  "pwn4": "Jump Jets",
  "pwd4": "Flight 30m, OIF (−½); 30 Active Points, 20 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Demolitions",
  "skr3": "13-",
  "skc4": "3",
  "skn4": "Combat Driving",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Stealth",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Interrogation",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Survival",
  "skr7": "13-",
  "skc8": "1",
  "skn8": "Familiarity: Combat Piloting",
  "skr8": "8-",
  "cop1": "20",
  "cod1": "Hunted: Response Team Seven (Infrequently 8-, Mo Pow, NCI, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted terrorist (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: fanatically loyal to the cause (Common, Total)",
  "cop4": "15",
  "cod4": "Physical Complication: old shrapnel wounds (Frequently, Greatly Impairing)"
 },
 "Sapper": {
  "name": "Sapper",
  "player": "",
  "concept": "Villain: Demolitions Expert; Irina Volkova, ex-mining engineer",
  "campaign": "The Red Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "19",
  "endNow": "70",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Shaped Charges: Blast 16d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 10 END.\nPunch: 3½d6 normal damage (STR 18, 2 END at full STR). Presence Attack: 3½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 293 + Powers 82 + Skills 25 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A mining engineer who now places charges under bridges instead of mountains. She is quiet, precise and terrifying.",
  "tactics": "Shaped Charges: Charges that cut through anything.\nBlast Suit: A bomb-disposal suit she modified.",
  "campaignUse": "Villain member of The Red Meridian, a team of 4 (Terrorist cell). The threat: A paramilitary cell with stolen superhuman technology and a manifesto nobody has finished reading. They hit infrastructure and vanish before the heroes arrive.\nRoster: Ashfall (Cell Commander); Sapper (Demolitions Expert); Signal Shepherd (Signal Jammer); Ironjaw (Shock Trooper).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Ashfall, Signal Shepherd, Ironjaw.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "18",
  "dex": "26",
  "con": "26",
  "int": "26",
  "ego": "21",
  "pre": "19",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "19",
  "ed": "19",
  "rec": "15",
  "end": "70",
  "body": "19",
  "stun": "60",
  "pwc1": "50",
  "pwn1": "Shaped Charges",
  "pwd1": "Blast 16d6, Armor Piercing (+¼), OAF (−1); 100 Active Points, 50 Real",
  "pwe1": "10",
  "pwc2": "32",
  "pwn2": "Blast Suit",
  "pwd2": "Resistant Protection 16 PD / 16 ED, OIF (−½); 48 Active Points, 32 Real",
  "pwe2": "0",
  "skc1": "3",
  "skn1": "Demolitions",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Mechanics",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Electronics",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Security Systems",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Teamwork",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Stealth",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Survival",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Navigation",
  "skr8": "14-",
  "skc9": "1",
  "skn9": "Familiarity: Climbing",
  "skr9": "8-",
  "cop1": "20",
  "cod1": "Hunted: Response Team Seven (Infrequently 8-, Mo Pow, NCI, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted terrorist (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: cold and detached (Common, Total)",
  "cop4": "15",
  "cod4": "Physical Complication: partly deaf (Frequently, Greatly Impairing)"
 },
 "Signal Shepherd": {
  "name": "Signal Shepherd",
  "player": "",
  "concept": "Villain: Signal Jammer; Theo Lambrecht, ex-radio engineer",
  "campaign": "The Red Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "44",
  "bodyNow": "13",
  "endNow": "55",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Jamming Pulse: Blast 12d6 normal damage, ranged, OCV 7 vs DCV, 6 END; White Noise: Mind Control 12d6, OMCV 10 vs DMCV, effect against EGO, 6 END.\nPunch: 2d6 normal damage (STR 11, 1 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 237 + Powers 150 + Skills 13 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A radio engineer who can hear every signal in the air and silence any of them. He cuts the heroes' communications before every attack.",
  "tactics": "Jamming Pulse: A burst of static that scrambles a target's nerves.\nWhite Noise: A hum that leaves minds suggestible.\nInterference: Attacks blur through static around him.",
  "campaignUse": "Villain member of The Red Meridian, a team of 4 (Terrorist cell). The threat: A paramilitary cell with stolen superhuman technology and a manifesto nobody has finished reading. They hit infrastructure and vanish before the heroes arrive.\nRoster: Ashfall (Cell Commander); Sapper (Demolitions Expert); Signal Shepherd (Signal Jammer); Ironjaw (Shock Trooper).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Ashfall, Sapper, Ironjaw.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "11",
  "dex": "23",
  "con": "23",
  "int": "23",
  "ego": "24",
  "pre": "16",
  "ocv": "7",
  "dcv": "8",
  "omcv": "10",
  "dmcv": "11",
  "spd": "5",
  "pd": "10",
  "ed": "11",
  "rec": "9",
  "end": "55",
  "body": "13",
  "stun": "44",
  "pwc1": "60",
  "pwn1": "Jamming Pulse",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "48",
  "pwn2": "White Noise",
  "pwd2": "Mind Control 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe2": "6",
  "pwc3": "42",
  "pwn3": "Interference",
  "pwd3": "Resistant Protection 14 PD / 14 ED; 42 Active Points, 42 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Electronics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Computer Programming",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Systems Operation",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Teamwork",
  "skr4": "14-",
  "skc5": "1",
  "skn5": "Familiarity: Security Systems",
  "skr5": "8-",
  "cop1": "20",
  "cod1": "Hunted: Response Team Seven (Infrequently 8-, Mo Pow, NCI, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted terrorist (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: paranoid (Common, Total)",
  "cop4": "15",
  "cod4": "Physical Complication: can't stand silence (Frequently, Greatly Impairing)"
 },
 "Ironjaw": {
  "name": "Ironjaw",
  "player": "",
  "concept": "Villain: Shock Trooper; Ruslan Tagirov, cage fighter",
  "campaign": "The Red Meridian",
  "basePts": "325",
  "xp": "0",
  "stunNow": "72",
  "bodyNow": "20",
  "endNow": "70",
  "rpd": "18",
  "red": "18",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Wrecking Throw: Blast 10d6 normal damage, ranged, OCV 9 vs DCV, 5 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 4d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 299 + Powers 94 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A cage fighter who volunteered for the cell's strength serum. It worked, mostly; the headaches are getting worse.",
  "tactics": "Serum Hide: Skin hardened by the serum.\nWrecking Throw: He throws cars.",
  "campaignUse": "Villain member of The Red Meridian, a team of 4 (Terrorist cell). The threat: A paramilitary cell with stolen superhuman technology and a manifesto nobody has finished reading. They hit infrastructure and vanish before the heroes arrive.\nRoster: Ashfall (Cell Commander); Sapper (Demolitions Expert); Signal Shepherd (Signal Jammer); Ironjaw (Shock Trooper).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Ashfall, Sapper, Signal Shepherd.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "30",
  "int": "10",
  "ego": "13",
  "pre": "20",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "5",
  "spd": "5",
  "pd": "21",
  "ed": "20",
  "rec": "16",
  "end": "70",
  "body": "20",
  "stun": "72",
  "pwc1": "54",
  "pwn1": "Serum Hide",
  "pwd1": "Resistant Protection 18 PD / 18 ED; 54 Active Points, 54 Real",
  "pwe1": "0",
  "pwc2": "40",
  "pwn2": "Wrecking Throw",
  "pwd2": "Blast 10d6, Gestures (−¼); 50 Active Points, 40 Real",
  "pwe2": "5",
  "skc1": "3",
  "skn1": "Streetwise",
  "skr1": "13-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "13-",
  "skc3": "1",
  "skn3": "Familiarity: Breakfall",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Hunted: Response Team Seven (Infrequently 8-, Mo Pow, NCI, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted terrorist (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Physical Complication: serum headaches (Frequently, Fully Impairing)",
  "cop4": "15",
  "cod4": "Psychological Complication: loves a fight (Common, Strong)"
 },
 "Pyre Mother": {
  "name": "Pyre Mother",
  "player": "",
  "concept": "Villain: Cult Leader; Agatha Lusk, former choir director",
  "campaign": "The Kindling",
  "basePts": "325",
  "xp": "0",
  "stunNow": "48",
  "bodyNow": "15",
  "endNow": "55",
  "rpd": "14",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Hymn of Flame: Mind Control 12d6, OMCV 9 vs DMCV, effect against EGO, 6 END; Sacred Fire: Blast 12d6 normal damage, ranged, OCV 7 vs DCV, 6 END.\nPunch: 2d6 normal damage (STR 11, 1 END at full STR). Presence Attack: 5d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 249 + Powers 141 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former choir director who heard a voice in a house fire and has followed it ever since. Her followers would walk into flames for her, and some have.",
  "tactics": "Hymn of Flame: Her followers sing along and obey.\nSacred Fire: A gout of flame from her outstretched hands.\nEmber Robe: Smoldering robes that never burn away.",
  "campaignUse": "Villain member of The Kindling, a team of 3 (Arson cult). The threat: Fire-worshippers who believe the city must burn to be reborn. They hunt Cinder Jack because they think his powers belong to their god.\nRoster: Pyre Mother (Cult Leader); Smokestack (Smoke Elemental); Tinder (Pyrokinetic Teen).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Smokestack, Tinder.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "11",
  "dex": "22",
  "con": "23",
  "int": "18",
  "ego": "27",
  "pre": "25",
  "ocv": "7",
  "dcv": "8",
  "omcv": "9",
  "dmcv": "10",
  "spd": "5",
  "pd": "12",
  "ed": "16",
  "rec": "11",
  "end": "55",
  "body": "15",
  "stun": "48",
  "pwc1": "48",
  "pwn1": "Hymn of Flame",
  "pwd1": "Mind Control 12d6, Incantations (−¼); 60 Active Points, 48 Real",
  "pwe1": "6",
  "pwc2": "48",
  "pwn2": "Sacred Fire",
  "pwd2": "Blast 12d6, Gestures (−¼); 60 Active Points, 48 Real",
  "pwe2": "6",
  "pwc3": "45",
  "pwn3": "Ember Robe",
  "pwd3": "Resistant Protection 14 PD / 16 ED; 45 Active Points, 45 Real",
  "pwe3": "0",
  "skc1": "3",
  "skn1": "Oratory",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Persuasion",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Acting",
  "skr3": "14-",
  "skc4": "1",
  "skn4": "Familiarity: Paramedics",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Hunted: Cinder Jack (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted arsonist (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: fanatic (Common, Total)",
  "cop4": "15",
  "cod4": "Vulnerability: water attacks (1½× STUN and 2× BODY, Uncommon)"
 },
 "Smokestack": {
  "name": "Smokestack",
  "player": "",
  "concept": "Villain: Smoke Elemental; Delroy Fitch, chimney sweep",
  "campaign": "The Kindling",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "15",
  "endNow": "70",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Rising Smoke, 3 END)",
  "combatNotes": "Attacks: Choking Cloud: Blast 10d6 normal damage, ranged, Penetrating, OCV 9 vs DCV, 7 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 240 + Powers 153 + Skills 7 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A chimney sweep who breathed in something that breathed back. He's half smoke now and he can fill a building in seconds.",
  "tactics": "Choking Cloud: Smoke that gets in everywhere.\nSmoke Body: Blows pass through smoke.\nRising Smoke: He drifts up through any chimney.",
  "campaignUse": "Villain member of The Kindling, a team of 3 (Arson cult). The threat: Fire-worshippers who believe the city must burn to be reborn. They hunt Cinder Jack because they think his powers belong to their god.\nRoster: Pyre Mother (Cult Leader); Smokestack (Smoke Elemental); Tinder (Pyrokinetic Teen).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Pyre Mother, Tinder.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "26",
  "con": "23",
  "int": "13",
  "ego": "13",
  "pre": "16",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "14",
  "ed": "18",
  "rec": "12",
  "end": "70",
  "body": "15",
  "stun": "60",
  "pwc1": "75",
  "pwn1": "Choking Cloud",
  "pwd1": "Blast 10d6, Penetrating (+½); 75 Active Points, 75 Real",
  "pwe1": "7",
  "pwc2": "48",
  "pwn2": "Smoke Body",
  "pwd2": "Resistant Protection 16 PD / 16 ED; 48 Active Points, 48 Real",
  "pwe2": "0",
  "pwc3": "30",
  "pwn3": "Rising Smoke",
  "pwd3": "Flight 30m; 30 Active Points, 30 Real",
  "pwe3": "3",
  "skc1": "3",
  "skn1": "Stealth",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Climbing",
  "skr2": "14-",
  "skc3": "1",
  "skn3": "Familiarity: Streetwise",
  "skr3": "8-",
  "cop1": "20",
  "cod1": "Hunted: Cinder Jack (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted arsonist (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Physical Complication: wind scatters him (Frequently, Fully Impairing)",
  "cop4": "15",
  "cod4": "Psychological Complication: devoted to Pyre Mother (Common, Strong)"
 },
 "Tinder": {
  "name": "Tinder",
  "player": "",
  "concept": "Villain: Pyrokinetic Teen; Ellie Marsh, runaway",
  "campaign": "The Kindling",
  "basePts": "325",
  "xp": "0",
  "stunNow": "60",
  "bodyNow": "15",
  "endNow": "70",
  "rpd": "12",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Updraft, 3 END)",
  "combatNotes": "Attacks: Spark Glance: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; Firestarter: Ranged Killing Attack 2d6, OCV 9 vs DCV, 3 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 243 + Powers 153 + Skills 4 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A runaway who found the cult before anyone else found her. She can start fires with a glance, and nobody has told her she doesn't have to.",
  "tactics": "Spark Glance: Fire blooms wherever she looks.\nFirestarter: A point-blank burst of white-hot flame.\nHeat Mirage: Shimmering heat distorts attacks.\nUpdraft: She rides the heat of her own fires.",
  "campaignUse": "Villain member of The Kindling, a team of 3 (Arson cult). The threat: Fire-worshippers who believe the city must burn to be reborn. They hunt Cinder Jack because they think his powers belong to their god.\nRoster: Pyre Mother (Cult Leader); Smokestack (Smoke Elemental); Tinder (Pyrokinetic Teen).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Pyre Mother, Smokestack.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Firestarter).",
  "str": "15",
  "dex": "26",
  "con": "23",
  "int": "13",
  "ego": "13",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "7",
  "spd": "6",
  "pd": "14",
  "ed": "19",
  "rec": "12",
  "end": "70",
  "body": "15",
  "stun": "60",
  "pwc1": "60",
  "pwn1": "Spark Glance",
  "pwd1": "Blast 12d6; 60 Active Points, 60 Real",
  "pwe1": "6",
  "pwc2": "24",
  "pwn2": "Firestarter",
  "pwd2": "Killing Attack - Ranged 2d6, Gestures (−¼); 30 Active Points, 24 Real",
  "pwe2": "3",
  "pwc3": "39",
  "pwn3": "Heat Mirage",
  "pwd3": "Resistant Protection 12 PD / 14 ED; 39 Active Points, 39 Real",
  "pwe3": "0",
  "pwc4": "30",
  "pwn4": "Updraft",
  "pwd4": "Flight 30m; 30 Active Points, 30 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Stealth",
  "skr1": "14-",
  "skc2": "1",
  "skn2": "Familiarity: Acrobatics",
  "skr2": "8-",
  "cop1": "20",
  "cod1": "Hunted: Cinder Jack (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: minor and runaway (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: desperate to belong (Common, Total)",
  "cop4": "15",
  "cod4": "Vulnerability: water attacks (1½× STUN and 2× BODY, Uncommon)"
 },
 "Auditor": {
  "name": "Auditor",
  "player": "",
  "concept": "Villain: Unit Commander; Celeste Varga, ex-intelligence analyst",
  "campaign": "Gray Ledger Security",
  "basePts": "325",
  "xp": "0",
  "stunNow": "64",
  "bodyNow": "19",
  "endNow": "70",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Tactical Pistol: Ranged Killing Attack 2d6, OCV 10 vs DCV, 3 END; Stun Baton: Blast 10d6 normal damage, no range (melee), OCV 10 vs DCV, 5 END.\nPunch: 3½d6 normal damage (STR 18, 2 END at full STR). Presence Attack: 4½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 305 + Powers 67 + Skills 28 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A former intelligence analyst who runs every operation like an audit: find the problem, remove it, file the report.",
  "tactics": "Tactical Pistol: A compact sidearm she draws faster than anyone in the unit.\nExecutive Armor: A business suit lined with armor weave.\nStun Baton: A collapsible shock baton.",
  "campaignUse": "Villain member of Gray Ledger Security, a team of 4 (Corporate black-ops unit). The threat: A private military contractor that cleans up messes for corporations: stolen prototypes, inconvenient witnesses and heroes who ask too many questions. Every member signed a contract that ends with a funeral.\nRoster: Auditor (Unit Commander); Repossessor (Powered-Armor Enforcer); Liquidator (Assassin); Writedown (Electronic-Warfare Specialist).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Repossessor, Liquidator, Writedown.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Tactical Pistol).\nCorrected: Stun Baton is a melee weapon, so its Blast takes No Range (−½); the 5 points freed buy +1 OCV (source: HERO 6e / Champions Complete, checked against Hero Designer 6e data).",
  "str": "18",
  "dex": "26",
  "con": "23",
  "int": "25",
  "ego": "18",
  "pre": "23",
  "ocv": "10",
  "dcv": "8",
  "omcv": "5",
  "dmcv": "7",
  "spd": "7",
  "pd": "19",
  "ed": "19",
  "rec": "17",
  "end": "70",
  "body": "19",
  "stun": "64",
  "pwc1": "15",
  "pwn1": "Tactical Pistol",
  "pwd1": "Killing Attack - Ranged 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe1": "3",
  "pwc2": "32",
  "pwn2": "Executive Armor",
  "pwd2": "Resistant Protection 16 PD / 16 ED, OIF (−½); 48 Active Points, 32 Real",
  "pwe2": "0",
  "pwc3": "20",
  "pwn3": "Stun Baton",
  "pwd3": "Blast 10d6, No Range (−½), OAF (−1); 50 Active Points, 20 Real",
  "pwe3": "5",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Deduction",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Computer Programming",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Bureaucratics",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Persuasion",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "Interrogation",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Shadowing",
  "skr8": "14-",
  "skc9": "3",
  "skn9": "High Society",
  "skr9": "14-",
  "skc10": "1",
  "skn10": "Familiarity: Combat Driving",
  "skr10": "8-",
  "cop1": "20",
  "cod1": "Hunted: Night Ledger (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: corporate secrets she must keep (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: ruthlessly pragmatic (Common, Total)",
  "cop4": "15",
  "cod4": "Rivalry: Commander Vale (Professional, Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware)"
 },
 "Repossessor": {
  "name": "Repossessor",
  "player": "",
  "concept": "Villain: Powered-Armor Enforcer; Brock Hallman, ex-marine",
  "campaign": "Gray Ledger Security",
  "basePts": "325",
  "xp": "0",
  "stunNow": "62",
  "bodyNow": "18",
  "endNow": "65",
  "rpd": "24",
  "red": "24",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Lift Jets, 3 END)",
  "combatNotes": "Attacks: Repulsor Cannon: Blast 14d6 normal damage, ranged, OCV 9 vs DCV, 7 END.\nPunch: 14d6 normal damage (STR 70, 7 END at full STR). Presence Attack: 3½d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 275 + Powers 115 + Skills 10 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An ex-marine in a prototype armor suit the company wants back if he ever leaves. He doesn't plan to leave.",
  "tactics": "Prototype Armor: Heavy corporate power armor.\nRepulsor Cannon: A shoulder cannon.\nLift Jets: Heavy jump jets.",
  "campaignUse": "Villain member of Gray Ledger Security, a team of 4 (Corporate black-ops unit). The threat: A private military contractor that cleans up messes for corporations: stolen prototypes, inconvenient witnesses and heroes who ask too many questions. Every member signed a contract that ends with a funeral.\nRoster: Auditor (Unit Commander); Repossessor (Powered-Armor Enforcer); Liquidator (Assassin); Writedown (Electronic-Warfare Specialist).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Auditor, Liquidator, Writedown.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "70",
  "dex": "20",
  "con": "29",
  "int": "13",
  "ego": "13",
  "pre": "18",
  "ocv": "9",
  "dcv": "8",
  "omcv": "3",
  "dmcv": "6",
  "spd": "5",
  "pd": "12",
  "ed": "13",
  "rec": "13",
  "end": "65",
  "body": "18",
  "stun": "62",
  "pwc1": "48",
  "pwn1": "Prototype Armor",
  "pwd1": "Resistant Protection 24 PD / 24 ED, OIF (−½); 72 Active Points, 48 Real",
  "pwe1": "0",
  "pwc2": "47",
  "pwn2": "Repulsor Cannon",
  "pwd2": "Blast 14d6, OIF (−½); 70 Active Points, 47 Real",
  "pwe2": "7",
  "pwc3": "20",
  "pwn3": "Lift Jets",
  "pwd3": "Flight 30m, OIF (−½); 30 Active Points, 20 Real",
  "pwe3": "3",
  "skc1": "3",
  "skn1": "Tactics",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "13-",
  "skc3": "3",
  "skn3": "Systems Operation",
  "skr3": "12-",
  "skc4": "1",
  "skn4": "Familiarity: Mechanics",
  "skr4": "8-",
  "cop1": "20",
  "cod1": "Hunted: Rampart (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: owned by the company (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: follows orders without question (Common, Total)",
  "cop4": "15",
  "cod4": "Physical Complication: can't remove the armor without help (Frequently, Greatly Impairing)"
 },
 "Liquidator": {
  "name": "Liquidator",
  "player": "",
  "concept": "Villain: Assassin; Noor Haddad, ex-Olympic fencer",
  "campaign": "Gray Ledger Security",
  "basePts": "325",
  "xp": "0",
  "stunNow": "64",
  "bodyNow": "19",
  "endNow": "70",
  "rpd": "14",
  "red": "14",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 20m (Grapple Line, 2 END)",
  "combatNotes": "Attacks: Monofilament Rapier: Hand-to-Hand Killing Attack 2d6, +1 Damage Class per 5 STR used, up to 4d6, OCV 10 vs DCV, 3 END; Throwing Blades: Ranged Killing Attack 2d6, OCV 10 vs DCV, 3 END.\nPunch: 3½d6 normal damage (STR 18, 2 END at full STR). Presence Attack: 5d6.\nMovement: Flight 20m, 2 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 309 + Powers 66 + Skills 25 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "An Olympic fencer who now duels for a corporation. She is fast, polite and never misses.",
  "tactics": "Monofilament Rapier: A blade that cuts through steel.\nFencing Suit: Armored fencing whites.\nGrapple Line: A grapnel launcher in her glove.\nThrowing Blades: Balanced knives she flicks from her cuffs.",
  "campaignUse": "Villain member of Gray Ledger Security, a team of 4 (Corporate black-ops unit). The threat: A private military contractor that cleans up messes for corporations: stolen prototypes, inconvenient witnesses and heroes who ask too many questions. Every member signed a contract that ends with a funeral.\nRoster: Auditor (Unit Commander); Repossessor (Powered-Armor Enforcer); Liquidator (Assassin); Writedown (Electronic-Warfare Specialist).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Auditor, Repossessor, Writedown.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Hand-To-Hand or Ranged from the card text (Monofilament Rapier, Throwing Blades).",
  "str": "18",
  "dex": "26",
  "con": "26",
  "int": "21",
  "ego": "21",
  "pre": "26",
  "ocv": "10",
  "dcv": "9",
  "omcv": "3",
  "dmcv": "7",
  "spd": "7",
  "pd": "19",
  "ed": "19",
  "rec": "17",
  "end": "70",
  "body": "19",
  "stun": "64",
  "pwc1": "15",
  "pwn1": "Monofilament Rapier",
  "pwd1": "Killing Attack - Hand-To-Hand 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe1": "3",
  "pwc2": "28",
  "pwn2": "Fencing Suit",
  "pwd2": "Resistant Protection 14 PD / 14 ED, OIF (−½); 42 Active Points, 28 Real",
  "pwe2": "0",
  "pwc3": "10",
  "pwn3": "Grapple Line",
  "pwd3": "Flight 20m, OAF (−1); 20 Active Points, 10 Real",
  "pwe3": "2",
  "pwc4": "13",
  "pwn4": "Throwing Blades",
  "pwd4": "Killing Attack - Ranged 2d6, OAF (−1), Gestures (−¼); 30 Active Points, 13 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Acrobatics",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Stealth",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Breakfall",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Shadowing",
  "skr4": "13-",
  "skc5": "3",
  "skn5": "Disguise",
  "skr5": "13-",
  "skc6": "3",
  "skn6": "Teamwork",
  "skr6": "14-",
  "skc7": "3",
  "skn7": "High Society",
  "skr7": "14-",
  "skc8": "3",
  "skn8": "Acting",
  "skr8": "14-",
  "skc9": "1",
  "skn9": "Familiarity: Climbing",
  "skr9": "8-",
  "cop1": "20",
  "cod1": "Hunted: Softfall (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: must win every duel cleanly (Common, Total)",
  "cop4": "15",
  "cod4": "Rivalry: Scissor (Professional, Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware)"
 },
 "Writedown": {
  "name": "Writedown",
  "player": "",
  "concept": "Villain: Electronic-Warfare Specialist; Kaito Fujimura, ex-hacker",
  "campaign": "Gray Ledger Security",
  "basePts": "325",
  "xp": "0",
  "stunNow": "56",
  "bodyNow": "16",
  "endNow": "60",
  "rpd": "16",
  "red": "16",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "move1": "Flight 30m (Hover Rig, 3 END)",
  "combatNotes": "Attacks: Drone Swarm: Blast 12d6 normal damage, ranged, OCV 9 vs DCV, 6 END; EMP Spike: Blast 8d6 normal damage, ranged, Armor Piercing, OCV 9 vs DCV, 5 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3d6.\nMovement: Flight 30m, 3 END per Phase used; Running 12m and Leaping 4m as normal.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 274 + Powers 107 + Skills 19 = 400 (325 + 75 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels.",
  "compCap": "75",
  "background": "A hacker who erases people from databases, bank records and, when the contract says so, from the world.",
  "tactics": "Drone Swarm: Attack drones that dive in pairs.\nEMP Spike: A spike that fries armor systems.\nHardlight Shield: A wrist projector that makes a shield of light.\nHover Rig: A drone harness that carries him.",
  "campaignUse": "Villain member of Gray Ledger Security, a team of 4 (Corporate black-ops unit). The threat: A private military contractor that cleans up messes for corporations: stolen prototypes, inconvenient witnesses and heroes who ask too many questions. Every member signed a contract that ends with a funeral.\nRoster: Auditor (Unit Commander); Repossessor (Powered-Armor Enforcer); Liquidator (Assassin); Writedown (Electronic-Warfare Specialist).",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Villain Teams. Teammates: Auditor, Repossessor, Liquidator.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); END for Flight under Movement; Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "26",
  "con": "23",
  "int": "25",
  "ego": "15",
  "pre": "16",
  "ocv": "9",
  "dcv": "8",
  "omcv": "5",
  "dmcv": "7",
  "spd": "7",
  "pd": "17",
  "ed": "19",
  "rec": "15",
  "end": "60",
  "body": "16",
  "stun": "56",
  "pwc1": "30",
  "pwn1": "Drone Swarm",
  "pwd1": "Blast 12d6, OAF (−1); 60 Active Points, 30 Real",
  "pwe1": "6",
  "pwc2": "25",
  "pwn2": "EMP Spike",
  "pwd2": "Blast 8d6, Armor Piercing (+¼), OAF (−1); 50 Active Points, 25 Real",
  "pwe2": "5",
  "pwc3": "32",
  "pwn3": "Hardlight Shield",
  "pwd3": "Resistant Protection 16 PD / 16 ED, OIF (−½); 48 Active Points, 32 Real",
  "pwe3": "0",
  "pwc4": "20",
  "pwn4": "Hover Rig",
  "pwd4": "Flight 30m, OIF (−½); 30 Active Points, 20 Real",
  "pwe4": "3",
  "skc1": "3",
  "skn1": "Computer Programming",
  "skr1": "14-",
  "skc2": "3",
  "skn2": "Electronics",
  "skr2": "14-",
  "skc3": "3",
  "skn3": "Systems Operation",
  "skr3": "14-",
  "skc4": "3",
  "skn4": "Security Systems",
  "skr4": "14-",
  "skc5": "3",
  "skn5": "Inventor",
  "skr5": "14-",
  "skc6": "3",
  "skn6": "Teamwork",
  "skr6": "14-",
  "skc7": "1",
  "skn7": "Familiarity: Bureaucratics",
  "skr7": "8-",
  "cop1": "20",
  "cod1": "Hunted: Alley and Wireframe (Frequently 11-, Mo Pow, Capture)",
  "cop2": "20",
  "cod2": "Social Complication: wanted criminal (Very Frequently, Major)",
  "cop3": "20",
  "cod3": "Psychological Complication: thinks of people as data (Common, Total)",
  "cop4": "15",
  "cod4": "Physical Complication: weak and nearsighted (Frequently, Greatly Impairing)"
 },
 "Red Meridian Rifleman": {
  "name": "Red Meridian Rifleman",
  "player": "",
  "concept": "Villain: Terrorist Foot Soldier; one of dozens, recruited from failed militias",
  "campaign": "Minions & Agents",
  "basePts": "150",
  "xp": "0",
  "stunNow": "36",
  "bodyNow": "15",
  "endNow": "40",
  "rpd": "8",
  "red": "8",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Assault Rifle: Ranged Killing Attack 2d6, OCV 6 vs DCV, 3 END.\nPunch: 3½d6 normal damage (STR 18, 2 END at full STR). Presence Attack: 2½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 111 + Powers 31 + Skills 8 = 150 (150 + 0 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels. Agents on this budget take no Complications.",
  "compCap": "0",
  "background": "A Red Meridian trooper with a stolen rifle and a little military training. Dangerous in groups, easily scattered when the commander falls.",
  "tactics": "Assault Rifle: A battered rifle.\nFlak Vest: Military surplus armor.",
  "campaignUse": "The rank and file. These agents are built on a small budget one GM might set for henchmen: 150 base points and no Complications. They're meant to come in groups, so the GM can run a dozen of them without a full hero's sheet.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Minions & Agents.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Assault Rifle).",
  "str": "18",
  "dex": "15",
  "con": "16",
  "int": "10",
  "ego": "10",
  "pre": "13",
  "ocv": "6",
  "dcv": "6",
  "omcv": "3",
  "dmcv": "4",
  "spd": "3",
  "pd": "11",
  "ed": "11",
  "rec": "10",
  "end": "40",
  "body": "15",
  "stun": "36",
  "pwc1": "15",
  "pwn1": "Assault Rifle",
  "pwd1": "Killing Attack - Ranged 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe1": "3",
  "pwc2": "16",
  "pwn2": "Flak Vest",
  "pwd2": "Resistant Protection 8 PD / 8 ED, OIF (−½); 24 Active Points, 16 Real",
  "pwe2": "0",
  "skc1": "3",
  "skn1": "Stealth",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Teamwork",
  "skr2": "12-",
  "skc3": "1",
  "skn3": "Familiarity: Survival",
  "skr3": "8-",
  "skc4": "1",
  "skn4": "Familiarity: Demolitions",
  "skr4": "8-"
 },
 "Kindling Acolyte": {
  "name": "Kindling Acolyte",
  "player": "",
  "concept": "Villain: Fire-Cult Zealot; one of the cult's robed followers",
  "campaign": "Minions & Agents",
  "basePts": "150",
  "xp": "0",
  "stunNow": "34",
  "bodyNow": "15",
  "endNow": "40",
  "rpd": "4",
  "red": "8",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Firebombs: Blast 8d6 normal damage, ranged, OCV 6 vs DCV, 4 END.\nPunch: 3d6 normal damage (STR 15, 1 END at full STR). Presence Attack: 3d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 114 + Powers 32 + Skills 4 = 150 (150 + 0 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels. Agents on this budget take no Complications.",
  "compCap": "0",
  "background": "A robed believer with a firebomb and nothing left to lose. Acolytes chant while they fight and never surrender.",
  "tactics": "Firebombs: Bottles of burning fuel.\nFireproof Robes: Robes soaked in fire-retardant.",
  "campaignUse": "The rank and file. These agents are built on a small budget one GM might set for henchmen: 150 base points and no Complications. They're meant to come in groups, so the GM can run a dozen of them without a full hero's sheet.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Minions & Agents.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values).",
  "str": "15",
  "dex": "15",
  "con": "17",
  "int": "10",
  "ego": "13",
  "pre": "16",
  "ocv": "6",
  "dcv": "6",
  "omcv": "3",
  "dmcv": "4",
  "spd": "3",
  "pd": "10",
  "ed": "12",
  "rec": "10",
  "end": "40",
  "body": "15",
  "stun": "34",
  "pwc1": "20",
  "pwn1": "Firebombs",
  "pwd1": "Blast 8d6, OAF (−1); 40 Active Points, 20 Real",
  "pwe1": "4",
  "pwc2": "12",
  "pwn2": "Fireproof Robes",
  "pwd2": "Resistant Protection 4 PD / 8 ED, OIF (−½); 18 Active Points, 12 Real",
  "pwe2": "0",
  "skc1": "3",
  "skn1": "Stealth",
  "skr1": "12-",
  "skc2": "1",
  "skn2": "Familiarity: Oratory",
  "skr2": "8-"
 },
 "Gray Ledger Operative": {
  "name": "Gray Ledger Operative",
  "player": "",
  "concept": "Villain: Corporate Security Agent; contract employee number withheld",
  "campaign": "Minions & Agents",
  "basePts": "150",
  "xp": "0",
  "stunNow": "36",
  "bodyNow": "12",
  "endNow": "40",
  "rpd": "8",
  "red": "8",
  "mdef": "0",
  "powdef": "0",
  "fdef": "0",
  "combatNotes": "Attacks: Sidearm: Ranged Killing Attack 2d6, OCV 6 vs DCV, 3 END.\nPunch: 3½d6 normal damage (STR 18, 2 END at full STR). Presence Attack: 2½d6.\nNo Martial Arts or Combat Skill Levels: use the standard maneuvers (Strike, Block, Dodge, Grab, Haymaker, Move By, Move Through, Set and Brace) with the OCV and DCV above.",
  "powerNotes": "Points: Characteristics 109 + Powers 31 + Skills 10 = 150 (150 + 0 from Complications). Built with the guide's core powers and skills; no Martial Arts or Combat Skill Levels. Agents on this budget take no Complications.",
  "compCap": "0",
  "background": "A professional contractor in a dark suit with an earpiece. Better trained than Meridian troopers and better paid.",
  "tactics": "Sidearm: A compact pistol.\nArmored Suit: A suit lined with armor weave.",
  "campaignUse": "The rank and file. These agents are built on a small budget one GM might set for henchmen: 150 base points and no Complications. They're meant to come in groups, so the GM can run a dozen of them without a full hero's sheet.",
  "notes": "VILLAIN: a GM character, not a player hero. From Sample Characters, Minions & Agents.\nFilled for play: Real Points on every power; END 0 on Resistant Protection (it costs no END); Mental, Power and Flash Defense 0 (none bought); Combat Notes (attacks, punch, Presence Attack); Experience 0 (a starting build); a 6e breakdown for each Complication. Points are unchanged and still balance exactly. GM choice: the Complication breakdowns (frequency and severity that give the card's values); Killing Attacks read as Ranged from the card text (Sidearm).",
  "str": "18",
  "dex": "15",
  "con": "15",
  "int": "13",
  "ego": "10",
  "pre": "13",
  "ocv": "6",
  "dcv": "6",
  "omcv": "3",
  "dmcv": "4",
  "spd": "3",
  "pd": "12",
  "ed": "11",
  "rec": "8",
  "end": "40",
  "body": "12",
  "stun": "36",
  "pwc1": "15",
  "pwn1": "Sidearm",
  "pwd1": "Killing Attack - Ranged 2d6, OAF (−1); 30 Active Points, 15 Real",
  "pwe1": "3",
  "pwc2": "16",
  "pwn2": "Armored Suit",
  "pwd2": "Resistant Protection 8 PD / 8 ED, OIF (−½); 24 Active Points, 16 Real",
  "pwe2": "0",
  "skc1": "3",
  "skn1": "Teamwork",
  "skr1": "12-",
  "skc2": "3",
  "skn2": "Shadowing",
  "skr2": "12-",
  "skc3": "3",
  "skn3": "Combat Driving",
  "skr3": "12-",
  "skc4": "1",
  "skn4": "Familiarity: Security Systems",
  "skr4": "8-"
 }
}
