The Man of Steel by Hyper-Man 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15/45 12- / 18- HTH Damage 3d6/9d6 END [1/2]
15 DEX 10 15 15/21 12- / 13- OCV 5/7 DCV 5/7
13 CON 10 6 13/30 12- / 15-
11 BODY 10 2 11 11-
13 INT 10 3 13 12- PER Roll 14-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
9 PD 3 6 9/25 9/25 PD (9/20 rPD)
9 ED 3 6 9/25 9/25 ED (9/20 rED)
4 SPD 2.5 15 4 Phases: 3, 6, 9, 12
6 REC 6 0 6/15
26 END 26 0 26/60
26 STUN 26 0 26/50
6" Running 6 0 6"/26"
2" Swimming 2 0 2"
3"/1 1/2"" Leaping 3 0 3"/30" 67 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6"/26" [24"/104" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"/30"
V. Leap (2") 1 1/2"/15"
Flight 20" [40" NC]
Teleport 8" [32" NC]
Tunneling 3" [6" NC]
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:  240 lbs
Description:

 The Man of Steel  
DEFENSES
Type Amount Notes
Physical Defense 9/25 Current BODY:
Res. Phys. Defense 9/20 (11)
Energy Defense 9/25 Current END:
Res. Energy Defense 9/20 (26/60)
Mental Defense 0 Current STUN:
Power Defense 0 (26/50)
STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 5/7 DCV: 5/7
Combat Skill Levels:
+3 Overall Skill Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
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 Man of Steel  
SUPERPOWERS!
Cost  Power END
Kryptonian Physiology
3   1)   Tireless:  Reduced Endurance (1/2 END; +1/4) for up to 15 Active Points of base STR (4 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
30   2)   Able to bend steel with his bare hands:  +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 1
10   3)   +6 DEX (18 Active Points); No Figured Characteristics (-1/2), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
27   4)   +17 CON (34 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
2   5)   +3 ED (3 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
17   6)   Armor (10 PD/10 ED) (30 Active Points); Always On (-1/2), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
6   7)   Damage Resistance (10 PD/10 ED) (10 Active Points); Always On (-1/2), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
10   8)   Regeneration:  Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Does Not Work On Some Damage Two or More Types of Damage (Magic, Alien diseases, etc..; -1/2), Always On (-1/2), Self Only (-1/2), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
27   9)   Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (34 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
Kryptonian Senses
5   1)   +2 PER with all Sense Groups (6 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
7   2)   Telescopic :  MegaScale (1" = 1 km; +1/4) for up to 45 Active Points of Normal Sight and Hearing, Reduced Endurance (1/2 END; +1/4) (14 Active Points); Requires An INT Roll ("Is that Lois screaming?"; -3/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
Notes: This power is not persistant by default.
1
4   3)   Infrared Perception (Sight Group) (5 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
4   4)   Microscopic ( x100) with Sight Group (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
4   5)   Rapid ( x10) with Sight Group (5 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
2   6)   Ultrasonic Perception (Hearing Group) (3 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
4   7)   Ultraviolet Perception (Sight Group) (5 Active Points); Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
7   8)   X-Ray Vision:  N-Ray Perception (Sight Group), Discriminatory (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 0
Strange Visitor... with powers and abilities far beyond those of mortal men Multipower
60 Multipower, 90-point reserve, (90 Active Points); all slots Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
3u   1)   Faster...:  Teleportation 8", No Relative Velocity, x2 Increased Mass, x4 Noncombat, Invisible to Sight Group, SFX Only (+1/4) (45 Active Points); Must Pass Through Intervening Space (-1/4), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 4
2u   2)   ...than a...:  Teleportation 5", Invisible to Sight Group, SFX Only (+1/4), Area Of Effect Accurate (One Hex; Only to determine OCV of Selective; +1/2), Usable As Attack (+1), Area Of Effect (8" Any Area; +1 1/2), Selective (+1/4) (45 Active Points); Limited Power Only To Disarm/Grab Objects (-1), Must Pass Through Intervening Space (-1/4) 4
3u   3)   ...speeding...:  Running +20" (6"/26" total), x4 Noncombat (45 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 4
2u   4)   ...bullet:  (Total: 45 Active Cost, 25 Real Cost) +3 Overall Skill Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) (Real Cost: 17)
plus
Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) (Real Cost: 8)
4
3u   5)   More powerfull than a locamotive:  Density Increase (7,000 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +1/2) (45 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
Notes: Bonus STR costs normal 3 END. Total END for 75 STR is 5 (2+3).
0
3u   6)   Able to leap tall buildings in a single bound:  Leaping +21" (3"/30" forward, 1 1/2"/15" upward), combat acceleration/deceleration (+1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Megascale, No Gravity Penalty, Reduced END; +3/4) (45 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
Notes: Advantages apply to base STR.
4
3u   7)   Look! Up in the sky!:  Flight 10", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Combat Acceleration/Deceleration, Invisible Power Effects, Megascale, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming; +1) (45 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 2
3u   8)   It's a bird. It's a plane. It's...:  Flight 20", Position Shift (45 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 4
3u   9)   The man of steel:  Force Field (10 PD/10 ED) (Protect Carried Items), Invisible to Sight Group, SFX Only (+1/4), Costs END Only To Activate (+1/4) (45 Active Points); Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 4
2u   10)   Super Drilling:  Tunneling 3" through 13 DEF material (45 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 4
2u   11)   Superihard Punch:  Hand-To-Hand Attack +6d6, Armor Piercing (+1/2) (45 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 Kryptonite or red solar radiation (-1/4)
Notes: Maximum of 30 STR can be added. Haymaker adds +4d6. Move Through adds +1d6/4.5". Move by adds +1d6/7.5".
4
2u   12)   Superacurate Punch:  Hand-To-Hand Attack +6d6, Area Of Effect Accurate (One Hex; +1/2) (45 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 Kryptonite or red solar radiation (-1/4) 4
2u   13)   Super Breath:  Dispel Fire 6d6, Does Knockback (+1/4), Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4) (45 Active Points); No Range (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 4
1u   14)   Super Senses:  Succor 4d6 (standard effect: 12 points), any [Kryptonian Sensory] power one at a time (usually Enhanced Perception, Microscopic or Rapid; +1/4), Can Apply Adders (+1) (45 Active Points); Limited Special Effect Uncommon SFX (-1), Self Only (-1/2), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)
Notes: Can only increase senses he already has.
4
2u   15)   Heat Vision:  Killing Attack - Ranged 1d6-1 (vs. ED), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect Accurate (One Hex; +1/2), No Range Modifier (+1/2), Penetrating (x2; +1), Continuous (Mobile is not necessary since the AOE 1 Hex is Accurate; +1) (45 Active Points); No Knockback (-1/4), Can Be Missile Deflected (-1/4), Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4) 2
265 Total Powers Cost

 The Man of Steel  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
1 Bureaucratics 8-
3 Concealment 12-
3 Deduction 12-
1 Hoist 8-
1 Streetwise 8-
1 CK: Metropolis 8-
10 Total Skills Cost
PERKS
Cost  Name
2 It's Superman!: Reputation: It's Superman! (A large group) 11-, +1/+1d6
1 Fringe Benefit: Press Pass
3 Well-Connected
Notes: Midwestern Charm
2
1) Contact, Organization Contact (Daily Planet; x3) (3 Active Points) 8-
8 Total Perks Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
15 Dependent NPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
15 Dependent NPC: Jimmy Olsen 8- (Normal; Unaware of character's adventuring career/Secret ID)
5 Distinctive Features: Last Son of Krypton (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)
15 Hunted: Rogues Gallery 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Cadmus 14- (Less Pow, NCI, Watching)
20 Psychological Limitation: Code Vs. Killing (Common, Total)
20 Psychological Limitation: Big Boyscout: Obeys the Law (Truth, Justice and ....) (Common, Total)
5 Physical Limitation: Kryptonian Physiology Requires Special Medical Care (Infrequently, Slightly Impairing)
Notes: If injured (takes BODY) by something his Regeneration can't heal doctors usually need a small amount of kryptonite to do simple tasks like give an IV.
15 Reputation: Alien background information given to public from first interview with Daily Planet reporter, 14-
15 Social Limitation: Secret Identity: Clark Kent (Frequently, Major)
15 Susceptibility: Whenever near Kryptonite 1d6 damage per Phase (Uncommon)
Notes: Also takes a one time loss of 24 STUN due to losing powers. (Works just like a Suppress STUN).
150 Total Disadvantages Cost
Character created with Hero Designer (version 2007121308)