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Character: Superior Girl Written by willow

Category: General  /  Created: 08/29/2017 03:55:52  /  Modified: 08/29/2017 03:58:26

Character sheet for Jessie Nelson, aka Superior Girl, made through HeroDesigner 6 from Hero Games

Jessie Nelson

Character Name: Jessie Nelson
Alternate Identities: Superior Girl
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
115 STR 10 105 115 32- HTH Damage 23d6 END [11]
30 DEX 10 60 30 15- OCV 10 DCV 10
35 CON 10 50 35 16-  
30 BODY 10 40 30 15-  
15 INT 10 5 15 12- PER Roll 22-
16 EGO 10 12 16 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-  
             
             
40 PD 23 17 40   40 PD (40 rPD)
40 ED 7 33 40   40 ED (40 rED)
11 SPD 4.0 70 11   Phases: 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
30 REC 30 0 30    
90 END 70 10 90    
110 STUN 106 4 110    
6" Running 6 0 36"    
2" Swimming 2 0 2"    
23" Leaping 23 0 23" 415 Total Characteristics Points
CHARACTER IMAGE
Superior Girl
 
EXPERIENCE POINTS
Total earned: 993
Spent: 993
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 1343
MOVEMENT
Type Total
Run (6) 36" [576" NC]
Swim (2) 2" [4" NC]
H. Leap (23") 23"
V. Leap (12") 11 1/2"
Flight 62" [64" NC]
Teleport 20" [80" NC]
Tunneling 15" [30" NC]
DEFENSES
Type Amount
Physical Defense 40
Res. Phys. Defense 40
Energy Defense 40
Res. Energy Defense 40
Mental Defense 23
Power Defense 20
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
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
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12


Character Name: Jessie Nelson
Alternate Identities: Superior Girl
Player Name:
SKILLS
Cost  Name
  Common Everyman Skills
0
1) Acting 8-
0
2) Climbing 8-
0
3) Concealment 8-
0
4) Conversation 8-
0
5) Paramedics 8-
0
6) Persuasion 8-
0
7) Shadowing 8-
0
8) Stealth 8-
0
9) CK: Boston 8-
0
10) Language: English (completely fluent; literate) (4 Active Points)
3 AK: San Francisco 12-
2 AK: Metropolis 11-
3 Computer Programming 12-
3 Deduction 12-
3 Disguise 12-
3 Electronics 12-
5 Seduction 13-
5 PS: Volleyball 14-
4 Science Skill: Biochemistry 13-
2 Science Skill: Kryptonite 11-
3 Streetwise 12-
36 Total Skills Cost
PERKS
Cost  Name
5 Contact: Lex Luthor (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
15 Contact: LexCorp (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-
6 Money: Wealthy
26 Total Perks Cost
TALENTS
Cost  Name
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
8 Speed Reading (x1,000)
9 Super Speed: Lightning Reflexes: +5 DEX to act first with All Actions
28 Total Talents Cost
 
POWERS
Cost  Power END
  Super Physiology  
90
1) Super Strength: Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) for up to 120 Active Points of STR (90 Active Points)
0
50
2) Invulnerable Skin: Damage Resistance (40 PD/40 ED), Hardened (+1/4) (50 Active Points)
0
75
3) Physical Invulnerability: Physical Damage Reduction, Resistant, 75%, Hardened (+1/4) (75 Active Points)
0
75
4) Energy Invulnerability: Energy Damage Reduction, Resistant, 75%, Hardened (+1/4) (75 Active Points)
0
20
5) Iron Will: Mental Defense (23 points total)
0
20
6) Resistant Sight: Sight Group Flash Defense (20 points)
0
20
7) Resistant Hearing: Hearing Group Flash Defense (20 points)
0
20
8) Super Resistance: Power Defense (20 points)
0
40
9) Super Metabolism: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)
0
14
10) Fast Recovery: 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), Self Only (-1/2)
0
5
11) He Can Fly!: Flight 2", Costs END Only To Activate (+1/4) (5 Active Points)
Notes: Allows him to hover without dedicating VPP slot to Flight
1
  Super Senses  
30
1) Super Senses: +10 PER with all Sense Groups
0
7
2) X-Ray Vision: N-Ray Perception (Blocked by Lead) (Sight Group) (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
0
15
3) Hear Heartbeats: Detect Heatbeats 24-/14- (Hearing Group), Discriminatory, Analyze
0
17
4) Microscopic Vision: Microscopic ( x10,000,000) with Sight Group (35 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1)
0
300 Kryptonian Abilities: Variable Power Pool, 150 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (375 Active Points); Limited Class Of Powers Available Limited (- Kryptonian Super Powers Only (Speed, Strength, Toughness, Senses, Heat-Vision, etc..); -1/2)  
0
1) Up, Up and Away! v1: Flight 30", Reduced Endurance (1/2 END; +1/4) (75 Active Points); no Noncombat movement (-1/4) Real Cost: 60
3
0
2) Up, Up and Away! v2: Flight 30", x16 Noncombat (75 Active Points); no Combat movement (-1/4) Real Cost: 60
7
0
3) Faster than a speeding bullet! v1: Teleportation 20", No Relative Velocity, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (75 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 60
7
0
4) Faster than a speeding bullet! v2: Running +30" (36" total), x16 Noncombat (75 Active Points) Real Cost: 75
7
0
5) Super Tunneling: Tunneling 15" through 15 DEF material (75 Active Points) Real Cost: 75
7
0
6) Super Breath v1: Energy Blast 5d6, STUN Only (+0), Does Knockback (+1/4), Double Knockback (+3/4), Area Of Effect (11" Cone; +1) (75 Active Points); Limited Range (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 50
7
0
7) Freezing Breath: Entangle 5d6, 5 DEF, Area Of Effect (One Hex; +1/2) (75 Active Points); Vulnerable (Very Common; Fire/Heat; -1) Real Cost: 37
7
0
8) Dispel Gas: Dispel Gas/Mist/Smoke 12 1/2d6, Area Of Effect (9" Cone; +1) (75 Active Points) Real Cost: 75
7
0
9) Dispel Fire: Dispel Fire/Flame 12 1/2d6, Area Of Effect (9" Cone; +1) (75 Active Points) Real Cost: 75
7
0
10) Thundering Handclap: Hearing Group Flash 11d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (4" Radius; +1) (74 Active Points); Hands Must Be Free (Requires both hands; -1/2) Real Cost: 49
3
0
11) Super Wrap Up: Entangle 7 1/2d6, 7 DEF (75 Active Points); OIF (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2) Real Cost: 30
7
0
12) Heat Vision: Killing Attack - Ranged 7d6-1, Armor Piercing (+1/2) (150 Active Points); No Knockback (-1/4), Beam (-1/4), Side Effects (Ignites flammable objects; -1/4) Real Cost: 86
15
0
13) Speed Punches: Autofire (5 shots; +1/2) for up to 120 Active Points of Strength (60 Active Points) Real Cost: 60
6
40 Create Ambrosia Amazons: Major Transform 10d6+1 (Women into Ambrosia Amazons, DNA Reconstruction), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (349 Active Points); 1 Charge (-2), Independent (-2), Extra Time (5 Minutes, Only to Activate, -1), Limited Power Power Only Works On Women (-1), Conditional Power Only activated when aroused (-1), No Range (-1/2), Concentration (1/2 DCV; -1/4) [1]
838 Total Powers Cost


Height:1.85 m

Character Name: Jessie Nelson
Alternate Identities: Superior Girl
Player Name:
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Beautiful (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: Takes BODY damage (Uncommon), go 11-, recover 14-
15 Hunted: U.S. Government 8- (As Pow; NCI; Harshly Punish)
10 Hunted: LexCorp 14- (Less Pow; NCI; Watching)
5 Physical Limitation: Medically resistant skin (Infrequently; Slightly Impairing)
15 Psychological Limitation: Does not care about human life (Common; Strong)
20 Psychological Limitation: Superiority Complex (Common; Total)
5 Rivalry: Professional (Superman; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Public Figure: Superior Girl (Very Frequently; Major)
10 Secret Identity: Jessie Nelson (Occasionally; Major)
10 Vulnerability: 1 1/2 x STUN Magic (Common)
10 Vulnerability: 1 1/2 x BODY Magic (Common)
10 Vulnerability: 1 1/2 x Effect Magic (Common)
150 Total Disadvantages Cost
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Weight: 81.00 kg
Description:
Even before her transformation, Jessie has always been in excellent shape and considered very attractive by most people. However, the infusion of Supergirl's powers helped remove any minor blemishes that Jessie may have had earlier. Her skin is perfectly smooth with no moles or freckles, and her well-endowed D-cup breasts now defy gravity to form a near perfect tear shape. Jessie's time playing volleyball have also helped sculpt her long legs as well maintain a flat stomach.
BACKGROUND
Jessie Nelson was born and grew up in Dublin, CA just east of the San Francisco Bay area. Jessie was raised in a middle-class family with two loving parents. While in high school, she focussed heavily on sports, and found her passion in playing volleyball. Jessie excelled at the sport, and was able to secure a full scholarship to Stanford University in the San Francisco area. Jessie pursued a degree in biochemistry, and obtained a position as a research assistant to Dr. Mendenhall. Dr. Mendenhall was researching the properties of Kryptonite under the funding of Lex Luthor and LexCorp. It was during this research that Dr. Mendenhall discovered a way to alter Kryptonite to transfer Superman's powers into four normal humans.

When it was time to put the device into operation, Supergirl showed up instead of the intended target, Superman. The device failed to transfer Supergirl's powers into the four men that Lex Luthor had chosen. A fight broke out that resulted in the death of Dr. Mendenhall and two of the thugs. However, during this fight, the machine did transfer Supergirl's powers into Jessie Nelson. Jessie was able to hold her own against Supergirl, but the transfer process appeared to kill Supergirl in the end. Jessie fled from the laboratory to learn how to use her new abilities.

After several months of experimenting with her powers and obtaining her BA in biochemistry, Jessie approached Lex Luthor for a job and revealed herself as Superior Girl. Jessie has hired into LexCorp with the goal of being Lex Luthor's secret weapon against Superman and special enforcer. Jessie's first encounter led her to learn that she was actually stronger than the Man of Steel. Jessie then used her powers to discover that Superman was actually Clark Kent. After this discovery, Jessie was able to blackmail Superman into staying away from Lex Luthor in order to keep his secret identity and protect everyone at the Daily Planet.

During this time, Jessie also learned that she could secrete a golden liquid from her nipple when aroused. She called the liquid Ambrosia since it could temporarily enhance men and women to the point that they could survive intercourse with her. For men, the transformation was purely temporary for several hours with no lasting results. For women, the transformation made them much stronger and durable than men, and also left them with greatly enhanced strength, resilience, and speed afterwards. Jessie was able to use this liquid to enhance three individuals into a group that shecalled her Ambrosia Amazons. These include Caroline Hunter, Terri Suzuki, and Monica Braun. Jessie also has eyes on a woman named Michelle Wallace who is much stronger than a normal human, and a set of twin cowgirls working out at a ranch owned by Lex Luthor.
PERSONALITY
Jessie Nelson loves using her powers and showing her superiority to others. Her ability to defeat Superman was a high point in using her powers. In short, Jessie is out for Jessie. She signed up with Lex Luthor because he could easily provider her the wealth and power that she desired without having to work for it. To Jessie, working for Lex Luthor is the easiest job in the world considering the tasks that he often has her do. Jessie also has great affection for her Ambrosia Amazons. Jessie feels that she has bestowed a great gift on them, and should be respected and possibly worshipped in return.

Jessie is deeply fearful that someone will one day find out a way to steal her powers away from her. She believes that the research by Dr. Mendenhall died with him. She would do anything in her power to destroy a person or organization that was trying to recreate Dr. Mendenhall's research. As far as killing and maiming people, Jessie has become very nihilistic. She views herself as better than other mortals around her, and has little concern regarding their safety. A psychologist looking into Superior Girl may easily conclude that she has developed a narcissistic personality disorder, which is only growing stronger over time with her powers.
POWERS/TACTICS
Jessie tends to focus heavily on her raw strength and invulnerability when in a fight. Part of this reason is due to her not discovering how to use her heat vision abilities until much later after obtaining her powers. While she has become adept as using this ability, she often relies more on the brute force and speed that her super-powered muscles can provide her.
CAMPAIGN_USE
Strength - Can lift up to 205 kilotons (205,000 metric tons), casual strength can lift 5 decatons (50 metric tons)
Flight - able to defy gravity, possibly through sheer force of will, maximum speed of 1,080 mph (mach 1.42)
Running - able to move so fast that she appears as a blur to others, maximum speed of 1,296 mph (mach 1.7
Invulnerability - Jessie is nearly invulnerable from harm outside of Kryptonite and magic. She could likely survive a nuclear blast with little to no side effects. Most mundane weapons barely register when hitting Jessie, unless striking an especially sensitive area.

Character created with Hero Designer (version 20160704)