The Incredible Shrinking Man by Hyper-Man 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
18 DEX 10 24 18 13- OCV 6 DCV 6
20 CON 10 20 20 13-
12 BODY 10 4 12 11-
28 INT 10 18 28 15- PER Roll 15-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
8 PD 4 1 8/16 8/16 PD (3/11 rPD)
8 ED 4 1 8/16 8/16 ED (3/11 rED)
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
8 REC 8 0 8
40 END 40 0 40
32 STUN 32 0 32
6" Running 6 0 6"
2" Swimming 2 0 2"
4"/2"" Leaping 4 0 4" 107 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
Flight 15" [30" NC]
Teleport 5" [10" NC]
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 6"
Weight:  181 lbs
Description:

 The Incredible Shrinking Man  
DEFENSES
Type Amount Notes
Physical Defense 8/16 Current BODY:
Res. Phys. Defense 3/11 (12)
Energy Defense 8/16 Current END:
Res. Energy Defense 3/11 (40)
Mental Defense 0 Current STUN:
Power Defense 0 (32)

FIGHTING SKILLS
Cost  Maneuver
Tiny Fu
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove
17 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 6 DCV: 6
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
Fast Strike 1/2 +2 +0 6d6 Strike
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Legsweep 1/2 +2 -1 5d6 Strike, Target Falls
Passing Strike 1/2 +1 +0 4d6 +v/5; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 The Incredible Shrinking Man  
SUPERPOWERS!
Cost  Power END
40 Basic Size Control:  Shrinking (0.1048 m tall, 0.02 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4) 0
Secondary Size Based Abilities
14   1)   Micro Costume:  Armor (8 PD/8 ED) (24 Active Points); IIF (White Dwarf Matter Belt; -1/4), Linked (Basic Size Control; Greater Power is Constant or in use most or all of the time; -1/4), Limited Power Affected by Adjustments as an EC (-1/4) 0
11   2)   Micro Accuracy:  Find Weakness 11- with Tiny Fu (20 Active Points); IIF (White Dwarf Matter Belt; -1/4), Linked (Basic Size Control; Greater Power is Constant or in use most or all of the time; -1/4), Limited Power Affected by Adjustments as an EC (-1/4) 0
8   3)   Micro Vision:  Microscopic ( x1,000) with Sight Group (15 Active Points); IIF (White Dwarf Matter Belt; -1/4), Linked (Basic Size Control; Greater Power is Constant or in use most or all of the time; -1/4), Limited Power Affected by Adjustments as an EC (-1/4) 0
Advanced Size & Mass Control Multipower
60 Multipower, 120-point reserve, all slots Linked (Basic Size Control; Greater Power is Constant or in use most or all of the time; +0) (120 Active Points); all slots Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4)
2u   1)   Concentrated Mass:  Density Increase (5,300 kg mass, +0 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); No STR Increase (-1/2), Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4) 0
2u   2)   Like hitting the broad side of a Barn!:  Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect Accurate (One Hex; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4) 2
3u   3)   Mass Control Movement:  Flight 15", combat acceleration/deceleration (+1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; No Gravity Penalty, No Turn Mode or Reduced Endurance; +3/4) (60 Active Points); Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4) 6
3u   4)   Riding the Electromagnetic Waves:  Teleportation 5", No Relative Velocity, Safe Blind Teleport (+1/4), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points); OIF (Transmission Devices of opportunity (Radio, Telephone, Computer, etc..) at both ends of Teleport; -1/2), Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4) 6
3u   5)   Enter The Microverse:  (Total: 60 Active Cost, 30 Real Cost) Extra-Dimensional Movement (Single Dimension, Any Location corresponding to current physical location), Safe Blind Travel (+1/4), Time Delay (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4) (Real Cost: 22)
plus
Detect Point In Normal-Sized Space 16- (Unusual Group), Sense, Targeting (16 Active Points); Restrainable (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4) (Real Cost: 8)
0
2u   6)   Micro Attack:  Hand-To-Hand Attack +4d6, Indirect (Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4), Transdimensional (Single Dimension (From Microverse to the normal-sized world); +1/2), Area Of Effect Accurate (One Hex; +1/2), Penetrating (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), No Knockback (-1/4), Limited Power Affected by Adjustments as an EC (-1/4), IIF (White Dwarf Matter Belt; -1/4) 2
148 Total Powers Cost

 The Incredible Shrinking Man  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Breakfall 13-
3 Bureaucratics 12-
3 Computer Programming 15-
3 Concealment 15-
3 Deduction 15-
3 Electronics 15-
3 Inventor 15-
3 Instructor 15-
3 Mechanics 15-
3 Navigation 15-
3 Paramedics 15-
3 Research 15-
3 Security Systems 15-
3 Shadowing 15-
3 Stealth 13-
3 Systems Operation 15-
3 Scientist
2
1) SS: Astronomy (INT-based) 15- (3 Active Points)
2
2) SS: Chemistry (INT-based) 15- (3 Active Points)
2
3) SS: Physics (INT-based) 15- (3 Active Points)
2
4) SS: Quantum Physics (INT-based) 15- (3 Active Points)
3 Shrinking Control: Power (INT-based) 15-
62 Total Skills Cost
PERKS
Cost  Name
2 Reputation: It's the Atom! (A large group) 11-, +1/+1d6
2 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
5 Eidetic Memory
3 Lightning Calculator
14 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
20 Dependent NPC: Jean Loring 11- (Normal; Unaware of character's adventuring career/Secret ID)
5 Distinctive Features: It's the Atom! (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Rogues Gallery 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Cadmus 14- (Less Pow, NCI, Watching)
10 Physical Limitation: It sucks to be small sometimes - while using Shrinking (Frequently, Slightly Impairing)
20 Psychological Limitation: Code vs. Killing (Common, Total)
15 Psychological Limitation: Protective of Innocents (Common, Strong)
15 Psychological Limitation: Scientific Curiosity (Common, Strong)
10 Reputation: Ray Palmer - World Famous Physicist, 14- (Known Only To A Small Group)
10 Reputation: The Atom - Tiny Hero, 11-
15 Social Limitation: Secret ID - Dr. Ray Palmer (Frequently, Major)
5 Unluck: 1d6
150 Total Disadvantages Cost
Character created with Hero Designer (version 2007121308)