The Green Alien by Hyper-Man 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15/30 12- / 15- HTH Damage 3d6/6d6 END [1/2]
15 DEX 10 15 15/20 12- / 13- OCV 5/7 DCV 5/7
15 CON 10 10 15/30 12- / 15-
13 BODY 10 6 13 12-
18 INT 10 8 18 13- PER Roll 13-
20 EGO 10 20 20 13- ECV: 7
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
10 PD 3 7 10/23 10/23 PD (10 rPD)
10 ED 3 7 10/23 10/23 ED (10 rED)
4 SPD 2.5 15 4 Phases: 3, 6, 9, 12
6 REC 6 0 6/12
30 END 30 0 30/60
29 STUN 29 0 29/45
6" Running 6 0 6"
2" Swimming 2 0 2"
3"/1 1/2"" Leaping 3 0 3"/6" 102 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"/6"
V. Leap (2") 1 1/2"/3"
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
APPEARANCE
Hair Color:  Black
Eye Color:  Blue
Height:  6' 4"
Weight:  220 lbs
Description:

 The Green Alien  
DEFENSES
Type Amount Notes
Physical Defense 10/23 Current BODY:
Res. Phys. Defense 10 (13)
Energy Defense 10/23 Current END:
Res. Energy Defense 10 (30/60)
Mental Defense 25 Current STUN:
Power Defense 0 (29/45)
STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 5/7 DCV: 5/7
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 The Green Alien  
SUPERPOWERS!
Cost  Power END
Martian Physiology
12   1)   +15 STR (15 Active Points); Limited Power Not in the presence of Flame (-1/4) 1
8   2)   +5 DEX (15 Active Points); No Figured Characteristics (-1/2), Limited Power Not in the presence of Flame (-1/4)
24   3)   +15 CON (30 Active Points); Limited Power Not in the presence of Flame (-1/4)
8   4)   +10 PD (10 Active Points); Limited Power Not in the presence of Flame (-1/4)
8   5)   +10 ED (10 Active Points); Limited Power Not in the presence of Flame (-1/4)
12   6)   Damage Resistance (10 PD/10 ED/10 Mental Def.) (15 Active Points); Limited Power Not in the presence of Flame (-1/4) 0
8   7)   Danger Sense (immediate vicinity, out of combat, Function as a Sense) (27 Active Points); No Conscious Control (-2), Limited Power Not in the presence of Flame (-1/4) 13-
9   8)   Mental Defense (25 points total) (11 Active Points); Limited Power Not in the presence of Flame (-1/4)
Notes: Only 15 without Force Field.
0
12   9)   Regeneration:  Healing BODY 1d6+1 (standard effect: 4 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Always On (-1/2), Self Only (-1/2), Limited Power Not in the presence of Flame (-1/4) 0
33   10)   Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (41 Active Points); Limited Power Not in the presence of Flame (-1/4) 0
Green Martians Can Do What? Multipower
67 Multipower, 100-point reserve, (100 Active Points); all slots Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4)
3u   1)   Density Increase (25,500 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4)
Notes: 70 STR Total.
4
3u   2)   Desolidification , Costs END Only To Activate (+1/4) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 4
3u   3)   Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 5
3u   4)   Force Field (10 PD/10 ED/10 Mental Defense) (Protect Carried Items), Costs END Only To Activate (+1/4) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 4
2u   5)   Hand-To-Hand Attack +5d6, No Normal Defense (Density or Desolidification powers; +1) (50 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4)
Notes: STR does not add to NND HA's without Does Body Advantage.
5
3u   6)   Invisibility to Sight, Hearing, Radio, Smell/Taste and Touch Groups , No Fringe (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 5
3u   7)   Mental Illusions 5d6, Reduced Endurance (1/2 END; +1/4), Cumulative (60 points; +3/4) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 2
3u   8)   Mind Link , Human class of minds, Any Willing Target, Any distance, No LOS Needed, Number of Minds (x16) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 0
3u   9)   Mind Scan 3d6 (Human class of minds), +5 ECV, Reduced Endurance (1/2 END; +1/4), Cumulative (36 points; +3/4) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 2
3u   10)   Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4) (49 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 4
2u   11)   Stretching 8", Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Velocity Damage (-1/4), no Noncombat Stretching (-1/4), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 2
3u   12)   Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Cumulative (60 points; +3/4) (50 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4) 2
235 Total Powers Cost

 The Green Alien  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Concealment 13-
3 Deduction 13-
3 Shadowing 13-
3 Stealth 12- (13-)
12 Total Skills Cost
PERKS
Cost  Name
1 It's the Martian Manhunter!: Reputation (A large group) 8-, +1/+1d6
1 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
10 Accidental Change: Changes to True Martian form when near flame 8- (Common)
5 Distinctive Features: Green Martian (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: White Martians 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Cadmus 14- (Less Pow, NCI, Watching)
10 Physical Limitation: Ignorant of Earth Society (Infrequently, Greatly Impairing)
5 Physical Limitation: Martian Anatomy (Requires special medical care) (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code Vs. Killing (Common, Total)
15 Psychological Limitation: Big Boyscout: Obeys the Law (Truth, Justice and ....) (Common, Strong)
15 Psychological Limitation: Emotionaly Distant (Common, Strong)
10 Reputation: It's a Green Martian!, 11-
20 Vulnerability: 2 x Effect Fire (Common)
10 Vulnerability: 2 x Effect Mental Powers invoking his memory of his family (Uncommon)
150 Total Disadvantages Cost
Character created with Hero Designer (version 2007121308)