“Superman” HERO SYSTEM Character Sheet

Val















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
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)
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  37 Total Characteristics Points
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





Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
32"
2048"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
200
 
Char Cost
37

Dis. Points
150
 
Skill Cost
277

Exp. Points
1050
 
Power Cost
1086

Total Points
1400
 
Total Cost
1400



Cost
Name
Roll

29
Martial Arts (Unique)
 















































Perks



Talents




277
Total Cost

 

Cost
Power/Equipment
END

94
This Looks Like a Job for Superman Variable Power Pool, 60 base + 34 control cost, No Skill Roll Required (+1) (120 Active Points); Limited Class Of Powers Available (Only Speedster and Brick Tricks; -1/2), Limited Power (Not in The Presense of Kryptonite; -1/4)

0
1) Deflect/Snatch Bullets
0

Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2) Real Cost: 23

0
2) I'll Take Those
6

Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR (60 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2) Real Cost: 24

0
3) Hurricane Handwave
2

Dispel 13d6+1, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (60 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4) Real Cost: 34

0
4) Hurricane Handwave II
6

Flight 24", Usable By Other (+1/4) (60 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2), no Noncombat movement (-1/4) Real Cost: 22

0
5) Speedster Healing
0

Healing 3d6+1, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (58 Active Points); Self Only (-1/2) Real Cost: 39


Powers and Abilities, all slots Limited Power (Not in The Presense of Kryptonite; -1/4)

6
1) 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 (Not in The Presense of Kryptonite; -1/4)

30
2) Heat Vision
6

Killing Attack - Ranged 2d6, Line Of Sight (+1/2), Armor Piercing (+1/2) (60 Active Points); No Knockback (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Beam (-1/4), Limited Power (Not in The Presense of Kryptonite; -1/4) vs ED.

24
3) 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 (Not in The Presense of Kryptonite; -1/4)

21
4) Microscopic Vision & Hearing
0

Microscopic ( x10,000) with Sight Group and Normal Hearing (32 Active Points); Concentration (1/2 DCV; -1/4), Limited Power (Not in The Presense of Kryptonite; -1/4)

22
5) Freezing Breath
6

Entangle 4d6, 4 DEF, Presense of Kryptonite Does Not Affect Power After Activation (+0), Area Of Effect (One Hex; +1/2) (60 Active Points); Vulnerable (Very Common; Fire/Heat; -1), Limited Range (50"; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Limited Power (Not in The Presense of Kryptonite; -1/4)


94
Far Beyond Those of Mortal Men Multipower, 117-point reserve, (117 Active Points); all slots Limited Power (Not in The Presense of Kryptonite; -1/4)

9u
1) Look, Up In The Sky
12

Flight 32", Position Shift, x64 Noncombat, combat acceleration/deceleration (+1/4) (117 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

7u
2) Faster Than A Speeding Bullet
9

Running +24" (30" total), x64 Noncombat, combat acceleration/deceleration (+1/4) (94 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

1u
3) Able To Leap Tall Buildings
2

Leaping +12" (24" forward, 12" upward) (Accurate) (17 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

4u
4) Super Swimming
6

Swimming +20" (22" total) (x64 Noncombat), combat acceleration/deceleration (+1/4) (56 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
[Note: “Swimming” is actually underwater use of flight ability at higher speeds.]


Subtext Powers

16
1) IT’S SUPERMAN!!!

+20 PRE (20 Active Points); Only In Heroic Identity (-1/4)

40
2) Fast Recovery
0

Healing 6 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (120 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Limited Power (Not in The Presense of Kryptonite; -1/4)

47
3) Solar Boost
0

Aid 6d6, Can Add Maximum Of 38 Points, any characteristic affecting power one at a time (+1/4), Persistent (+1/2) (107 Active Points); Limited Power (Only In Direct (Yellow) Sunlight Not Blocked By Cloud Cover/Fog; -1), Limited Power (Not in The Presense of Kryptonite; -1/4)

60
4) Why It Doesn’t Break When He Lifts It
16

Telekinesis (110 STR) (165 Active Points); Limited Power (Only For Lifting/Pulling/Pushing; -1), No Range (Requires Physical Contact; -1/2), Limited Power (Not in The Presense of Kryptonite; -1/4)

33
5) 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 Environment: Zero Gravity; 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) (41 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

12
6) Speed Vision
0

Rapid ( x1,000) with Sight Group (15 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

24
7) Hardy Eyes
0

Sight Group Flash Defense (30 points) (30 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

24
8) Hardy Ears
0

Hearing Group Flash Defense (30 points) (30 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)


Super-Human Physique, all slots Limited Power (Not in The Presense of Kryptonite; -1/4)

49
1) Super Strength
2

+50 STR, Reduced Endurance (1/2 END; +1/4) (64 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4) (Modifiers affect Base Characteristic)

82
2) Super Dexterity

+34 DEX (102 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

48
3) Super Constitution

+30 CON (60 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

48
4) Super Body

+30 BODY (60 Active Points); Limited Power (Not in The Presense of Kryptonite Except Versus Kryptonite; -1/4)

12
5) Super Endurance

+31 END (16 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

37
6) Super Physical Resistance

+46 PD (46 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

40
7) Super Energy Resistance

+50 ED (50 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

32
8) Super Power Defense
0

Power Defense (40 points) (40 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

16
9) Super Mental Defense
0

Mental Defense (24 points total) (20 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

96
10) Super Damage Resistance
0

Damage Resistance (60 PD/60 ED/40 Power Def.), Hardened (x2; +1/2) (120 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

40
11) Super Speed

+5 SPD (50 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

8
12) Super Clarity

+10 INT (10 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)

10
13) Super Clarity
0

+4 PER with all Sense Groups (12 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)


1086
Total Powers and Equipment Points











Superman




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Flying Dodge (5 pts)
1/2
--
+4
 
Dodge All Attacks, Abort; FMove

Flying Grab (5 pts)
1/2
-2
-1
 
Grab Two Limbs, 75 STR for holding on; FMove

Offensive Strike (5 pts)
1/2
-2
+1
 
17d6 Strike

Passing Disarm (5 pts)
1/2
-1
-1
 
Disarm, 75 STR to Disarm; FMove

Passing Strike (5 pts)
1/2
+1
+0
 
13d6 +v/5; FMove

+1 HTH Damage Class(es)




Cost
Name

15
Dependent NPC: Lois, Jimmy 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

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)

5
Hunted: Lois Lane 11- (Less Pow, NCI, Watching)

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

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

20
Psychological Limitation: Loves Lois Lane (Common, Total)

15
Social Limitation: Secret Identity (Frequently, Major)

15
Susceptibility: Kryptonite 2d6 damage per Turn (Uncommon)
[Note: Superman has his full current STUN and 10 BODY in the presense of Kryptonite except versus Kryptonite, against which he has his full current values of both STUN and BODY]

10
Vulnerability: 2 x Effect Magic (Uncommon)


150
Total Disadvantage Points