DC COMICS CHARACTER ADAPTATIONS

HOURMAN
(Rex Tyler)

Val	Char	Cost	Roll	Notes
20/45	STR	10	13-/18-	Lift 400 kg/12.8tons; 4d6/9d6 HTH Damage; [2]
20	DEX	30	13-	OCV 7 DCV 7
20/28	CON	20	13-/15-	
12	BODY	4	11-	
20	INT	10	13-	PER Roll 13-
14	EGO	8	12-	ECV: 5
15	PRE	5	12-	PRE Attack: 3d6
16	COM	3	12-	
				
7/23	PD	3		Total: 7/23 PD (0/16 rPD)
7/23	ED	3		Total: 7/23 ED (0/16 rED)
4/6	SPD	10		Phases:  3, 6, 9, 12/2, 4, 6, 8, 10, 12
8/15	REC	0		
39	END	0		
32/47	STUN	0	Total Characteristic Cost: 106
			
Movement:	Running:	6"/16"/24"/64"
		Swimming:	2"/4"
		Leaping:	4"/8"
	
Cost	Powers
10	Miraclo Pill: Elemental Control, 30-point powers, all slots 3 Continuing Charges lasting 1 Hour 
	each (+1/4) (15 Active Points); all slots Slightly (-1/4), IIF (-1/4)  
	Note: After taking a Miraclo, Rex must wait one hour before taking another.	
6	1)  +25 STR, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), No Figured Characteristics (-1/2), 
	Slightly (-1/4), Slightly (-1/4)	
6	2)  +8 CON, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), No Figured Characteristics (-1/2), 
	Slightly (-1/4), Slightly (-1/4)	
7	3)  +2 SPD, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4)	
7	4)  +7 REC, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4)	
7	5)  +15 STUN, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4)
7	6)  Armor (16 PD/0 ED), 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), 
	Slightly (-1/4)	
7	7)  Armor (0 PD/16 ED), 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), 
	Slightly (-1/4)	
7	8)  Running  +10" (6"/16" total), Improved Noncombat Movement (x4), 3 Continuing Charges lasting 20 
	Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4)	

	Martial Arts:  Comic Book Martial Arts
	Maneuver	OCV	DCV	Notes
4	1)  Punch	+0	+2	6d6/11d6 Strike
5	2)  Kick	-2	+1	8d6/13d6 Strike
4	3)  Block	+2	+2	Block, Abort
3	4)  Throw	+0	+1	4d6/9d6 +v/5, Target Falls
4	5)  Dodge	--	+5	Dodge, Affects All Attacks, Abort
	
4	Knockback Resistance -3", 3 Continuing Charges lasting 1 Hour each (+0); IAF (Miraclo Pill; -1/2)	
		
	Perks
4	Contact: All-Star Squadron 13-
3	Contact: Bannerman Chemical 12-
10	Money:  Wealthy
	
	Skills
2	AK: New York City 11-
6	Chemistry 16-
5	Interrogation 13-
3	Inventor 13-
	
Total Powers & Skill Cost: 122
Total Cost: 227

100+	Disadvantages
15	Dependence: Miraclo; Takes 3d6 Damage, Uncommon, 1 Day
5	Hunted: Dr. Bannermain:  11- (Less Powerful, NCI, Watching)
15	Psychological Limitation:  Addicted to Miraclo (Common, Strong)
15	Psychological Limitation:  Code Against Killing (Common, Strong)
20	Psychological Limitation:  Driven to Protect Innocents (Common, Total)
15	Psychological Limitation:  Honorable (Common, Strong)
15	Social Limitation:  Secret Identity—Rex Tyler (Frequently, Major)
27	Experience Points

Total Disadvantage Points: 227

Return to Comic-Derived Character Adaptations