Hawksmoor
Jun 29th, '05, 09:04 AM
This is my version of Superman. No he is not *complete* if I ever need to pull him out for real there is a serious problem with my game. As such his Knowledges and Languages are undefined.
My interesting idea is that Superman (and all Kryptonians/Daxamites) are OIHID characters that simply have as their power up the presence of the yellow (or greater suns). Superman also has an automatic Accidental change when confronted by Kryptonite.
What do you guys think?
SUPERMAN
Val Char Cost Roll Notes
20/125 STR 10 13- / 34- Lift 400.0kg/838.9ktons; 4d6/25d6; [2/7]
18/45 DEX 24 13- / 18- OCV 6/15 DCV 6/15
20/50 CON 20 13- / 19-
18/28 BODY 16 13- / 15-
25 INT 15 14- PER Roll 14-
30 EGO 40 15- ECV: 10
40 PRE 30 17- PRE Attack: 8d6
16 COM 3 12-
10/65 PD 6 Total: 10/65 PD (10/65 rPD)
10/65 ED 6 Total: 10/65 ED (10/65 rED)
4/9 SPD 12 Phases: 3, 6, 9, 12/2, 3, 4, 6, 7, 8, 10, 11, 12
8/45 REC 0
50/210 END 5
45/148 STUN 7 Total Characteristic Cost: 204
Movement: Running: 9"/59" / 144"/944"
Swimming: 5"/55" / 80"/880"
Leaping: 5"/80" / 40"/640"
Flight: 60" / 120"
Tunneling: 20" / 40"
Cost Powers END
Solar charged cells, all slots Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)
87 1) Super Strength: +105 STR, Reduced Endurance (1/2 END; +1/4) (131 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 5
40 2) Superstamina: +30 CON (60 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4)
13 3) Invulnerable: +10 BODY (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)
Solar Charged Cells II, all slots OIHID (-1/4)
40 1) Superspeed: +27 DEX (81 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4),
40 2) Faster than a Speeding Bullet: +5 SPD (50 Active Points); OIHID (-1/4)
3 3) Bulletproof: +4 PD (4 Active Points); OIHID (-1/4)
15 4) Bulletproof: +19 ED (19 Active Points); OIHID (-1/4)
16 5) Rapid Rebound: +10 REC (20 Active Points); OIHID (-1/4)
40 6) Solar Absorbtion: +100 END (50 Active Points); OIHID (-1/4)
20 7) Invulnerable: +25 STUN (25 Active Points); OIHID (-1/4)
28 8) Bulletproof: Damage Resistance (35 PD/35 ED) (35 Active Points); OIHID (-1/4) 0
7 9) Invulnerable: Hardened (+1/4) for up to 35 Active Points of PD (9 Active Points); OIHID (-1/4) 1
7 10) Invulnerable: Hardened (+1/4) for up to 35 Active Points of ED (9 Active Points); OIHID (-1/4) 1
Invulnerability, all slots Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)
29 1) Sealed Systems and Sytemic Antidote: LS (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 800 Years; 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; Self-Contained Breathing) (44 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 0
115 2) Invulnerability: (Total: 172 Active Cost, 115 Real Cost) Armor (30 PD/30 ED), Hardened (+1/4) (112 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 75) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) 0
53 3) Braced for Impact: (Total: 80 Active Cost, 53 Real Cost) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) plus +10 with a group of similar Skills (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 33) 0
125 Heat Vision: Multipower, 187-point reserve, (187 Active Points); all slots OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4)
7u 1) Flash Vision: EB 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 0
7u 2) Flash Vision: EB 9d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (12" Cone; +1) (101 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 4
8u 3) Flash Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (114 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 5
12u 4) Flash Vision: RKA 10d6, Reduced Endurance (1/2 END; +1/4) (187 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 7
2u 5) Flash Vision: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 0
150 Superspeed: Multipower, 187-point reserve, (187 Active Points); all slots OIHID (-1/4)
9u 1) Super Speed: Running +50" (9"/59" total), x16 Noncombat (115 Active Points); OIHID (-1/4) 11
5u 2) Super Speed: Swimming +50" (5"/55" total) (x16 Noncombat) (65 Active Points); OIHID (-1/4) 6
10u 3) Super Speed Digging: Tunneling 20" through 30 DEF material (130 Active Points); OIHID (-1/4) 13
2u 4) Super Speed: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only when making a full move; -1/2), OIHID (-1/4) 0
15u 5) One man construction crew: Major Transform 10d6 (Machines into component parts, Repairs), Reduced Endurance (1/2 END; +1/4) (187 Active Points); OIHID (-1/4) 7
7u 6) Super-fast blows over and over again: HA +9d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (135 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 0
90 Strength Tricks: Multipower, 112-point reserve, (112 Active Points); all slots OIHID (-1/4)
9u 1) Able to Leap Tall Buildings in a single bound: Leaping +75" (4"/100" forward, 2"/50" upward) (Accurate, x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (112 Active Points); OIHID (-1/4) 4
7u 2) Super Strength: HKA 6d6 (7d6+1 / 12d6 w/STR), Reduced Endurance (1/2 END; +1/4) (112 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 4
3u 3) Ultra-Strength Wrap up: Entangle 8d6, 8 DEF (80 Active Points); Def based on materials at hand Power loses about a third of its effectiveness (-1/2), OIF (Weapon of Opportunity; -1/2), OIHID (-1/4) 8
6u 4) Ultra-Strength Object Sweep: Area Of Effect Nonselective (up to 23" Cone; +3/4) for up to 110 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (102 Active Points); OIF (Object of Opportunity; -1/2), OIHID (-1/4) 4
9u 5) Superbreath: EB 8d6, Double Knockback (+3/4), Area Of Effect (15" Cone; +1) (110 Active Points); OIHID (-1/4) 11
5u 6) Superbreath: Dispel Flame, Fire and Gas based powers 18d6, Variable Special Effects (Limited Group of SFX; +1/4) (67 Active Points); OIHID (-1/4) 7
100 Flight through force of will: Multipower, 125-point reserve, (125 Active Points); all slots OIHID (-1/4)
10u 1) Is it a bird? Is it a Plane? I: Flight 50", Reduced Endurance (1/2 END; +1/4) (125 Active Points); OIHID (-1/4) 5
4u 2) To the Moon and Back: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); OIHID (-1/4) 4
Supersenses, all slots OIHID (-1/4)
66 1) Super Vision: (Total: 82 Active Cost, 66 Real Cost) IR Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus UV Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus N-Ray Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (22 Active Points); OIHID (-1/4) (Real Cost: 18) plus +10 versus Range Modifier for Sight Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus +10 PER with Sight Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) 0
66 2) Super-Hearing: (Total: 83 Active Cost, 66 Real Cost) +10 PER with Hearing Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) plus Radio Perception, Discriminatory, Analyze (18 Active Points); OIHID (-1/4) (Real Cost: 14) plus Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus +10 versus Range Modifier for Hearing Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Targeting with Hearing Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) 0
Perks
3 Well-Connected
29 1) Contact: Members and Allies of the Justice League (Current and Former) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (30 Active Points) 14-
32 2) Contact: US Government (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 13-
12 3) Contact: The Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) (13 Active Points) 15-
3 4) Contact: Perry White (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (4 Active Points) 12-
35 5) Contact: Superman 'Family" Supergirl, Con El, Steel, The Eradicator, etc (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 15-
100 Fortress of Solitude
12 Reputation: World's Greatest Hero (A large group) 14-, +4/+4d6
1 Money: Well Off
1 Fringe Benefit: Pulitzer Prize Winner: Custom Adder
1 Fringe Benefit: Press Pass
Talents
4 Environmental Movement (no penalties on zero g)
4 Environmental Movement (no penalties on heavy gravity)
4 Environmental Movement (no penalties on low gravity)
Skills
20 +4 with HTH Combat
15 +3 with Ranged Combat
3 Bureaucratics 17-
3 Computer Programming 14-
3 Criminology 14-
3 Conversation 17-
3 Deduction 14-
3 Interrogation 17-
3 Linguist
2 1) Language (completely fluent) (3 Active Points)
2 2) Language (completely fluent) (3 Active Points)
2 3) Language (completely fluent) (3 Active Points)
2 4) Language (completely fluent) (3 Active Points)
2 5) Language (completely fluent) (3 Active Points)
2 6) Language (completely fluent) (3 Active Points)
2 7) Language (completely fluent) (3 Active Points)
2 8) Language (completely fluent) (3 Active Points)
2 9) Language (completely fluent) (3 Active Points)
2 10) Language (completely fluent) (3 Active Points)
3 Lipreading 14-
3 Mechanics 14-
7 Oratory 19-
3 Paramedics 14-
3 Persuasion 17-
3 Power: Kryptnian Abilities 14-
3 Power: Strength Tricks 14-
4 PS: Reporter 15-
5 PS: Novelist 16-
5 Rapid Attack (HTH)
3 Scholar
2 1) KS: General Knowledge (3 Active Points) 14-
2 2) KS: General Knowledge (3 Active Points) 14-
2 3) KS: General Knowledge (3 Active Points) 14-
2 4) KS: General Knowledge (3 Active Points) 14-
2 5) KS: General Knowledge (3 Active Points) 14-
2 6) KS: General Knowledge (3 Active Points) 14-
2 7) KS: General Knowledge (3 Active Points) 14-
3 SS: Kryptonian Technology 14-
3 Systems Operation 14-
3 Teamwork 13- (18-)
Total Powers & Skill Cost: 1669
Total Cost: 1873
1103+ Disadvantages
590 Greatest Hero Experience Bonus
5 Accidental Change: Lack of Red Sun Radiation 8- (Uncommon)
20 Accidental Change: Exposure to Kryptonite Always (Uncommon)
10 DNPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills)
10 DNPC: Jimmy Olson 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
20 Hunted: Lex Luthor 11- (As Pow, NCI, Harshly Punish)
15 Hunted: Darkseid 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Psychological Limitation: Code Vs. Killing (Common, Strong)
15 Psychological Limitation: Liberty Truth and the American Way (Very Common, Moderate)
15 Psychological Limitation: Dodging? What is that? (Must make a EGO roll to use more that 1/2 DCV versus any attack) (Very Common, Moderate)
15 Social Limitation: Secret Identity (Very Frequently, Minor)
20 Social Limitation: Mantle of the World's Greatest Hero (Very Frequently, Major)
20 Susceptibility: Exposure to Kryptonite, 3d6 damage per Turn (Uncommon)
0 Experience Points
Total Disadvantage Points: 1873
My interesting idea is that Superman (and all Kryptonians/Daxamites) are OIHID characters that simply have as their power up the presence of the yellow (or greater suns). Superman also has an automatic Accidental change when confronted by Kryptonite.
What do you guys think?
SUPERMAN
Val Char Cost Roll Notes
20/125 STR 10 13- / 34- Lift 400.0kg/838.9ktons; 4d6/25d6; [2/7]
18/45 DEX 24 13- / 18- OCV 6/15 DCV 6/15
20/50 CON 20 13- / 19-
18/28 BODY 16 13- / 15-
25 INT 15 14- PER Roll 14-
30 EGO 40 15- ECV: 10
40 PRE 30 17- PRE Attack: 8d6
16 COM 3 12-
10/65 PD 6 Total: 10/65 PD (10/65 rPD)
10/65 ED 6 Total: 10/65 ED (10/65 rED)
4/9 SPD 12 Phases: 3, 6, 9, 12/2, 3, 4, 6, 7, 8, 10, 11, 12
8/45 REC 0
50/210 END 5
45/148 STUN 7 Total Characteristic Cost: 204
Movement: Running: 9"/59" / 144"/944"
Swimming: 5"/55" / 80"/880"
Leaping: 5"/80" / 40"/640"
Flight: 60" / 120"
Tunneling: 20" / 40"
Cost Powers END
Solar charged cells, all slots Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)
87 1) Super Strength: +105 STR, Reduced Endurance (1/2 END; +1/4) (131 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 5
40 2) Superstamina: +30 CON (60 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4)
13 3) Invulnerable: +10 BODY (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)
Solar Charged Cells II, all slots OIHID (-1/4)
40 1) Superspeed: +27 DEX (81 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4),
40 2) Faster than a Speeding Bullet: +5 SPD (50 Active Points); OIHID (-1/4)
3 3) Bulletproof: +4 PD (4 Active Points); OIHID (-1/4)
15 4) Bulletproof: +19 ED (19 Active Points); OIHID (-1/4)
16 5) Rapid Rebound: +10 REC (20 Active Points); OIHID (-1/4)
40 6) Solar Absorbtion: +100 END (50 Active Points); OIHID (-1/4)
20 7) Invulnerable: +25 STUN (25 Active Points); OIHID (-1/4)
28 8) Bulletproof: Damage Resistance (35 PD/35 ED) (35 Active Points); OIHID (-1/4) 0
7 9) Invulnerable: Hardened (+1/4) for up to 35 Active Points of PD (9 Active Points); OIHID (-1/4) 1
7 10) Invulnerable: Hardened (+1/4) for up to 35 Active Points of ED (9 Active Points); OIHID (-1/4) 1
Invulnerability, all slots Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)
29 1) Sealed Systems and Sytemic Antidote: LS (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 800 Years; 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; Self-Contained Breathing) (44 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 0
115 2) Invulnerability: (Total: 172 Active Cost, 115 Real Cost) Armor (30 PD/30 ED), Hardened (+1/4) (112 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 75) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) 0
53 3) Braced for Impact: (Total: 80 Active Cost, 53 Real Cost) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) plus +10 with a group of similar Skills (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 33) 0
125 Heat Vision: Multipower, 187-point reserve, (187 Active Points); all slots OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4)
7u 1) Flash Vision: EB 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 0
7u 2) Flash Vision: EB 9d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (12" Cone; +1) (101 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 4
8u 3) Flash Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (114 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 5
12u 4) Flash Vision: RKA 10d6, Reduced Endurance (1/2 END; +1/4) (187 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 7
2u 5) Flash Vision: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 0
150 Superspeed: Multipower, 187-point reserve, (187 Active Points); all slots OIHID (-1/4)
9u 1) Super Speed: Running +50" (9"/59" total), x16 Noncombat (115 Active Points); OIHID (-1/4) 11
5u 2) Super Speed: Swimming +50" (5"/55" total) (x16 Noncombat) (65 Active Points); OIHID (-1/4) 6
10u 3) Super Speed Digging: Tunneling 20" through 30 DEF material (130 Active Points); OIHID (-1/4) 13
2u 4) Super Speed: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only when making a full move; -1/2), OIHID (-1/4) 0
15u 5) One man construction crew: Major Transform 10d6 (Machines into component parts, Repairs), Reduced Endurance (1/2 END; +1/4) (187 Active Points); OIHID (-1/4) 7
7u 6) Super-fast blows over and over again: HA +9d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (135 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 0
90 Strength Tricks: Multipower, 112-point reserve, (112 Active Points); all slots OIHID (-1/4)
9u 1) Able to Leap Tall Buildings in a single bound: Leaping +75" (4"/100" forward, 2"/50" upward) (Accurate, x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (112 Active Points); OIHID (-1/4) 4
7u 2) Super Strength: HKA 6d6 (7d6+1 / 12d6 w/STR), Reduced Endurance (1/2 END; +1/4) (112 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 4
3u 3) Ultra-Strength Wrap up: Entangle 8d6, 8 DEF (80 Active Points); Def based on materials at hand Power loses about a third of its effectiveness (-1/2), OIF (Weapon of Opportunity; -1/2), OIHID (-1/4) 8
6u 4) Ultra-Strength Object Sweep: Area Of Effect Nonselective (up to 23" Cone; +3/4) for up to 110 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (102 Active Points); OIF (Object of Opportunity; -1/2), OIHID (-1/4) 4
9u 5) Superbreath: EB 8d6, Double Knockback (+3/4), Area Of Effect (15" Cone; +1) (110 Active Points); OIHID (-1/4) 11
5u 6) Superbreath: Dispel Flame, Fire and Gas based powers 18d6, Variable Special Effects (Limited Group of SFX; +1/4) (67 Active Points); OIHID (-1/4) 7
100 Flight through force of will: Multipower, 125-point reserve, (125 Active Points); all slots OIHID (-1/4)
10u 1) Is it a bird? Is it a Plane? I: Flight 50", Reduced Endurance (1/2 END; +1/4) (125 Active Points); OIHID (-1/4) 5
4u 2) To the Moon and Back: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); OIHID (-1/4) 4
Supersenses, all slots OIHID (-1/4)
66 1) Super Vision: (Total: 82 Active Cost, 66 Real Cost) IR Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus UV Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus N-Ray Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (22 Active Points); OIHID (-1/4) (Real Cost: 18) plus +10 versus Range Modifier for Sight Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus +10 PER with Sight Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) 0
66 2) Super-Hearing: (Total: 83 Active Cost, 66 Real Cost) +10 PER with Hearing Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) plus Radio Perception, Discriminatory, Analyze (18 Active Points); OIHID (-1/4) (Real Cost: 14) plus Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus +10 versus Range Modifier for Hearing Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Targeting with Hearing Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) 0
Perks
3 Well-Connected
29 1) Contact: Members and Allies of the Justice League (Current and Former) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (30 Active Points) 14-
32 2) Contact: US Government (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 13-
12 3) Contact: The Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) (13 Active Points) 15-
3 4) Contact: Perry White (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (4 Active Points) 12-
35 5) Contact: Superman 'Family" Supergirl, Con El, Steel, The Eradicator, etc (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 15-
100 Fortress of Solitude
12 Reputation: World's Greatest Hero (A large group) 14-, +4/+4d6
1 Money: Well Off
1 Fringe Benefit: Pulitzer Prize Winner: Custom Adder
1 Fringe Benefit: Press Pass
Talents
4 Environmental Movement (no penalties on zero g)
4 Environmental Movement (no penalties on heavy gravity)
4 Environmental Movement (no penalties on low gravity)
Skills
20 +4 with HTH Combat
15 +3 with Ranged Combat
3 Bureaucratics 17-
3 Computer Programming 14-
3 Criminology 14-
3 Conversation 17-
3 Deduction 14-
3 Interrogation 17-
3 Linguist
2 1) Language (completely fluent) (3 Active Points)
2 2) Language (completely fluent) (3 Active Points)
2 3) Language (completely fluent) (3 Active Points)
2 4) Language (completely fluent) (3 Active Points)
2 5) Language (completely fluent) (3 Active Points)
2 6) Language (completely fluent) (3 Active Points)
2 7) Language (completely fluent) (3 Active Points)
2 8) Language (completely fluent) (3 Active Points)
2 9) Language (completely fluent) (3 Active Points)
2 10) Language (completely fluent) (3 Active Points)
3 Lipreading 14-
3 Mechanics 14-
7 Oratory 19-
3 Paramedics 14-
3 Persuasion 17-
3 Power: Kryptnian Abilities 14-
3 Power: Strength Tricks 14-
4 PS: Reporter 15-
5 PS: Novelist 16-
5 Rapid Attack (HTH)
3 Scholar
2 1) KS: General Knowledge (3 Active Points) 14-
2 2) KS: General Knowledge (3 Active Points) 14-
2 3) KS: General Knowledge (3 Active Points) 14-
2 4) KS: General Knowledge (3 Active Points) 14-
2 5) KS: General Knowledge (3 Active Points) 14-
2 6) KS: General Knowledge (3 Active Points) 14-
2 7) KS: General Knowledge (3 Active Points) 14-
3 SS: Kryptonian Technology 14-
3 Systems Operation 14-
3 Teamwork 13- (18-)
Total Powers & Skill Cost: 1669
Total Cost: 1873
1103+ Disadvantages
590 Greatest Hero Experience Bonus
5 Accidental Change: Lack of Red Sun Radiation 8- (Uncommon)
20 Accidental Change: Exposure to Kryptonite Always (Uncommon)
10 DNPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills)
10 DNPC: Jimmy Olson 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
20 Hunted: Lex Luthor 11- (As Pow, NCI, Harshly Punish)
15 Hunted: Darkseid 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Psychological Limitation: Code Vs. Killing (Common, Strong)
15 Psychological Limitation: Liberty Truth and the American Way (Very Common, Moderate)
15 Psychological Limitation: Dodging? What is that? (Must make a EGO roll to use more that 1/2 DCV versus any attack) (Very Common, Moderate)
15 Social Limitation: Secret Identity (Very Frequently, Minor)
20 Social Limitation: Mantle of the World's Greatest Hero (Very Frequently, Major)
20 Susceptibility: Exposure to Kryptonite, 3d6 damage per Turn (Uncommon)
0 Experience Points
Total Disadvantage Points: 1873