“Superman” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
90
29
40
25
23
20
40
14

18
8
4
26
80
90
Base
10
10
10
10
10
10
10
10

  (STR/5)
  (CON/5)
  1+(DEX/10)
  (STR/5)+(CON/5)
  (CON x 2)
  BODY+(STR/2)+(CON/2)
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Roll
 
 
 
 
 
 
 
 

 
 
 
 
 
Notes

HTH damage   Lift   END

OCV     DCV   

 

 

Perception Roll

Base ECV  

Base Presense Attack

 


Resistant PD Total PD

Resistant ED Total ED

Phases 1 2 3 4 5 6 7 8 9 10 11 12


*Without Powers/Equipment

343 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
20"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
600
 
Char Cost
343

Dis. Points
150
 
Skill Cost
111

Exp. Points
275
 
Power Cost
571

Total Points
1025
 
Total Cost
1025



Cost
Name
Roll















 
Perks




 
Talents






111
Total Cost

 

Cost
Power/Equipment
END

“Powers…”, all slots Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)

30
1) Super Strength

Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (90 Active Points); Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4) applied to STR

100
2) Super Speed
6

Flight 20", Position Shift, x128 Noncombat, Reduced Endurance (1/2 END; +1/4), rapid Noncombat movement (+1/4), combat acceleration/deceleration (+1/4), No Turn Mode (+1/4) (150 Active Points); Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)

5
3) X-Ray Vision
0

N-Ray Perception (Blocked By Lead) (Sight Group) (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)

20
4) Telescopic Vision & Hearing
0

+18 versus Range Modifier for Sight Group and Normal Hearing (36 Active Points); Concentration (1/2 DCV; -1/4), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)

17
5) Microscopic Vision
0

Microscopic ( x10,000,000) with Sight Group (35 Active Points); Concentration (0 DCV; -1/2), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)

4
6) Microscopic Hearing
0

Microscopic ( x1,000) with Normal Hearing (9 Active Points); Concentration (0 DCV; -1/2), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)


“Abilities...”, all slots Limited Power (Not While Under A Red Sun; -1/4)

4
1) It's SUPERMAN!!!

+10 PRE (10 Active Points); Limited Power (Only To Make PRE Attacks; -1), OIHID (-1/4), Limited Power (Not While Under A Red Sun; -1/4)
[Note: +2d6 PRE Attack (the atmospherics of the famous “S” symbol and his obvious power)]

13
2) Language Skills

Universal Translator 14- (20 Active Points); Limited Power (Only Earth Languages, Interlac, And Crammed Languages; -1/4), Limited Power (Not While Under A Red Sun; -1/4)

7
3) Fast Recovery
0

Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Limited Power (Not While Under A Red Sun; -1/4)

32
4) Unearthly Metabolism
0

Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (40 Active Points); Limited Power (Not While Under A Red Sun; -1/4)

108
5) Super Human Quick
0

+6 SPD (Real Cost: 60)
+1 SPD (10 Active Points); Limited Power (Only To Recover; -1) (Real Cost: 5)
Rapid ( x1,000) with Sight Group and Hearing Group (30 Active Points) (Real Cost: 24)
+4 Overall (40 Active Points) (Real Cost: 32)

26
6) Super Human Tough
0

Hardened (+1/4) (9 Active Points) applied to PD (Real Cost: 9)
Hardened (+1/4) (9 Active Points) applied to ED (Real Cost: 9)
Damage Resistance (28 PD/28 ED), Hardened (+1/4) (35 Active Points) (Real Cost: 28)

64
7) Super Human Resilient
0

+10 END (Real Cost: 5)
Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) (Real Cost: 30)
Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) (Real Cost: 30)


141
“Far Beyond Those of Mortal Men” Variable Power Pool, 90 base + 51 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (180 Active Points); Limited Power (Unified Power; -1/4), Limited Class Of Powers Available (Only Classic Superman SFX; -1/4); all slots Limited Power (Not While Under A Red Sun; -1/4)

0
1) Speed Punch Combo
5

Autofire (3 shots; +1/4) for up to 190 Active Points of STR (95 STR, 19d6) (47 Active Points); Restrainable (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 27

0
2) Heat Vision
9

Killing Attack - Ranged 3d6, Line Of Sight (+1/2), Armor Piercing (+1/2) (90 Active Points); No Knockback (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 60 vs ED.

0
3) Heat Vision II
8

Dispel Technological Object 9d6, Costs END Only To Activate (+1/4), Line Of Sight (+1/2), Cumulative (+1/2), Continuous (+1) (88 Active Points); Beam (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 59 vs Technological Object.

0
4) Heat Vision - Multiple Targets
[2]

Area Of Effect (up to 7" Radius; +1), Selective (+1/4) for up to 70 Active Points of Heat Vision (2d6+1 RKA) or Heat Vision II (7d6 Dispel) (87 Active Points); 2 Charges (-1 1/2), Concentration (1/2 DCV; -1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 29

0
5) Heat Vision - Stare
[3 cc]

Killing Attack - Ranged 2d6, Line Of Sight (+1/2), Penetrating (+1/2), Continuous (+1) (90 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Knockback (-1/4), Beam (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30 vs ED.

0
6) Super-Strength Smash Through
6

Tunneling 1" through 20 DEF material (62 Active Points); Restrainable (-1/2), Instant (-1/2), no Noncombat movement (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 25

0
7) I'll Take Those
7

Area Of Effect (up to 6" Radius; +1), Selective (+1/4) for up to 60 Active Points of STR (30 STR; 6d6) (75 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30

0
8) Deflect/Snatch Bullets
0

Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 36

0
9) Freezing Breath
9

Entangle 6d6, 6 DEF, Area Of Effect (One Hex; +1/2) (90 Active Points); Vulnerable (Very Common; Fire/Heat; -1), Extra Time (Extra Segment, -1/2), Limited Range (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30

0
10) Super Breath
3

Dispel 17d6, Reduced Endurance (1/2 END; +1/4), any one Fire/Flame power at a time (+1/4) (76 Active Points); Restrainable (-1/2), Extra Time (Extra Segment, -1/2), Limited Range (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30

0
11) Super Breath II
3

Dispel 17d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (76 Active Points); Restrainable (-1/2), Extra Time (Extra Segment, -1/2), Limited Range (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30

0
12) Thunderclap
8

Hearing Group Flash 12d6, Does Knockback (+1/4), Area Of Effect (10" Cone; +1) (81 Active Points); No Range (-1/2), Restrainable (-1/2), Extra Time (Extra Segment, -1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 29

0
13) Proto Tactile Telekinesis
3

+70 STR, Reduced Endurance (1/2 END; +1/4) (87 Active Points); Limited Power (Only to Lift/Push/Pull Objects; Does No Direct Damage; -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (-1/2), No Figured Characteristics (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 17
[Note: SFX: Target has infinite structural integrity; the classic “Flying while carrying an Ocean Liner” or “Lifting a mountain” stunt]

0
14) Solar Energy Strength Boost
0

Aid STR 5d6, Can Add Maximum Of 110 Points (90 Active Points); Limited Power (Only In Direct Sunlight Not Blocked By Cloud Cover/Fog; -1), Self Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30
[Note: +1 STR per 2 points; +55 STR maximum]

0
15) Solar Energy Reinvigorate
0

Aid 4d6, any Characteristic below starting level one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (90 Active Points); Limited Power (Only In Direct Sunlight Not Blocked By Cloud Cover/Fog; -1), Self Only (-1/2), Only Restores to Starting Values (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 28

0
16) Supra-Luminal Flight
9

Faster-Than-Light Travel (34,865 Light Years/second) (90 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 60


571
Total Powers and Equipment Points










Meta-Game



Superman




 

Cost
Name

5
DNPC: Lois 8- (Normal; Useful Noncombat Position or Skills)

10
Dependent NPC: Jimmy 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

10
Hunted: Brainiac 8- (As Pow, Harshly Punish)

15
Hunted: Darkseid 8- (Mo Pow, Harshly Punish)

15
Hunted: Lex Luthor 8- (As Pow, NCI, Harshly Punish)

10
Hunted: World Goverments 11- (As Pow, NCI, Watching)

20
Psychological Limitation: Code Against Killing (Common, Total)

20
Psychological Limitation: Loves Lois (Common, Total)

10
Reputation: By-The-Book Boy Scout, 11-

10
Social Limitation: Secret Identity (Occasionally, Major)

5
Susceptibility: Green Kryptonite, Wracked with pain, nauseous and too weak to stand, 1d6 damage per Minute (Uncommon)

10
Vulnerability: 2 x BODY Magic (Uncommon)

10
Vulnerability: 2 x STUN Magic (Uncommon)


150
Total Disadvantage Points