Amount

Character: Power Girl Written by willow

Category: General  /  Created: 08/29/2017 04:01:21  /  Modified: 08/29/2017 04:12:41

Character sheet for Michelle Wallace, aka Power Girl and Karen Starr, made through HeroDesigner 6 from Hero Games

Michelle Wallace

Character Name: Michelle Wallace
Alternate Identities: Power Girl
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
120 STR 10 110 120 33- HTH Damage 24d6 END [12]
25 DEX 10 45 25 14- OCV 8 DCV 8
40 CON 10 60 40 17-  
30 BODY 10 40 30 15-  
16 INT 10 6 16 12- PER Roll 22-
15 EGO 10 10 15 12- ECV: 5
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
15 COM 10 3 15 12-  
             
             
40 PD 24 16 40   40 PD (40 rPD)
40 ED 8 32 40   40 ED (40 rED)
10 SPD 3.5 65 10   Phases: 2, 3, 4, 5, 6, 8, 9, 10, 11, 12
25 REC 32 -14 25    
100 END 80 10 100    
110 STUN 110 0 110    
6" Running 6 0 36"    
2" Swimming 2 0 2"    
24" Leaping 24 0 24" 386 Total Characteristics Points
CHARACTER IMAGE
Power Girl
 
EXPERIENCE POINTS
Total earned: 850
Spent: 767
Unspent: 83
Base Points: 200
Disad Points: 150
Total Points: 1117
MOVEMENT
Type Total
Run (6) 36" [576" NC]
Swim (2) 2" [4" NC]
H. Leap (24") 24"
V. Leap (12") 12"
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: 8 DCV: 8
 
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: Michelle Wallace
Alternate Identities: Power 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)
5 Deduction 13-
3 Disguise 12-
3 Streetwise 12-
11 Total Skills Cost
PERKS
Cost  Name
2 Contact: Cheryl Rose (Contact has useful Skills or resources) 8-
5 Fortress Computer System: Computer Link
5 Money: Well Off
12 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, all slots Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)  
72
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); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
40
2) Invulnerable Skin: Damage Resistance (40 PD/40 ED), Hardened (+1/4) (50 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
60
3) Physical Invulnerability: Physical Damage Reduction, Resistant, 75%, Hardened (+1/4) (75 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
60
4) Energy Invulnerability: Energy Damage Reduction, Resistant, 75%, Hardened (+1/4) (75 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
16
5) Iron Will: Mental Defense (23 points total) (20 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
16
6) Resistant Sight: Sight Group Flash Defense (20 points) (20 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
16
7) Resistant Hearing: Hearing Group Flash Defense (20 points) (20 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
16
8) Super Resistance: Power Defense (20 points) (20 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
32
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) (40 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
13
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
4
11) He Can Fly!: Flight 2", Costs END Only To Activate (+1/4) (5 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
Notes: Allows him to hover without dedicating VPP slot to Flight
1
  Super Senses, all slots Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)  
24
1) Super Senses: +10 PER with all Sense Groups (30 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
6
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
12
3) Hear Heartbeats: Detect Heatbeats 24-/14- (Hearing Group), Discriminatory, Analyze (15 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
15
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)
0
278 Kryptonian Abilities: Variable Power Pool, 150 base + 75 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (375 Active Points); Limited Class Of Powers Available Limited (- Kryptonian Super Powers Only (Speed, Strength, Toughness, Senses, Heat-Vision, etc..); -1/2); all slots Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4)  
0
1) Up, Up and Away! v1: Flight 30", Reduced Endurance (1/2 END; +1/4) (75 Active Points); no Noncombat movement (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 50
3
0
2) Up, Up and Away! v2: Flight 30", x16 Noncombat (75 Active Points); no Combat movement (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 50
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 50
7
0
4) Faster than a speeding bullet! v2: Running +30" (36" total), x16 Noncombat (75 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 60
7
0
5) Super Tunneling: Tunneling 15" through 15 DEF material (75 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 60
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 43
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 33
7
0
8) Dispel Gas: Dispel Gas/Mist/Smoke 12 1/2d6, Area Of Effect (9" Cone; +1) (75 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 60
7
0
9) Dispel Fire: Dispel Fire/Flame 12 1/2d6, Area Of Effect (9" Cone; +1) (75 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 60
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 42
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 27
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), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 75
15
0
13) Speed Punches: Autofire (5 shots; +1/2) for up to 120 Active Points of Strength (60 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of Kryptonite or red solar radiation; -1/4) Real Cost: 48
6
680 Total Powers Cost


Height:1.88 m

Character Name: Michelle Wallace
Alternate Identities: Power Girl
Player Name:
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Kryptonian (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Hunted: U.S. Government 11- (As Pow; NCI; Watching)
5 Physical Complication: Kryptonian Physiology Requires Special Medical Care. 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. (Infrequently; Slightly Impairing)
15 Psychological Complication: Protective Of Innocents (Very Common; Moderate)
15 Psychological Complication: Code Versus Killing (Very Common; Moderate)
10 Rivalry: Professional (Superior Girl; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
20 Public Figure: Power Girl (Very Frequently; Major)
10 Secret Identity: Michelle Wallace (Occasionally; Major)
15 Susceptibility: Whenever near significant amount of Kryptonite. 2d6 damage per Turn (Uncommon)
Notes: Is also possibly Stunned due to loss of 30 STUN from Kryptonian Physiology.
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)
10 Vulnerability: 2 x Effect Kryptonite (Uncommon)
150 Total Disadvantages Cost
APPEARANCE
Hair Color: Blonde
Eye Color: Blue
Weight: 90.00 kg
Description:
Michelle is a tall and well-toned with a lot of muscle on her body. Since her transformation, Michelle keeps her blonde hair cut short so that it does not reach her shoulders. Her breasts also grew from a C cup to a well-defined E cup that defy gravity. When in her Power Girl persona, Michelle wears a white leotard suit with long sleeves. A red belt with a gold clasp wraps around her waist with a red cape that falls over her shoulder clasped with a gold rope attached to another golden disk. Her arms are covered by blue gloves. The leotard itself has a large hole exposing her expansive cleavage.
BACKGROUND
Michelle Wallace was born Dana Starr in Aurora, IL. Her mother was Karen Starr, who was a physicist research dimensional portals at FermiLab. Her mother met Dana's father when he fell through a dimensional portal that her team has accidentally opened to his world. The man was known as General Dru-Zod, and was the leader of the group of survivors from Krypton. In this alternate dimension, General Zod was trying to unite Earth under a single government to create a new Kryptonian Empire, but was fighting other survivors who were trying to do the same with them in charge. After Zod returned to his dimension, Karen discovered that she was pregnant.

Dana Starr was born in 1992. Her mother was killed during a failed home invasion that may have caused by covert government agents. Her daugher Dana was placed into an adoptive home, and given the new name Michelle Wallace. Michelle grew up a normal life in Concord, MA. As Michelle grew up she was unusually strong, and only became stronger as she aged. Her boyfriends normally did not care for her freakish strength so Michelle learned to hide it. After meeting Mike, Michelle began to work out, which caused her strength to grow. It was after these workout sessions that Superior Girl found Michelle. Superior Girl convinced Michelle to become her next Ambrosia Amazon. However, the infusion of Ambrosia caused Michelle's Kryptonian genes to activate in full force, turning her into Power Girl.
PERSONALITY
Michelle has always tried to keep a low profile due to her freakish strength. However, an entirely new world is open to her now that her Kryptonian powers have been activated. Michelle revels in the new power and sensations that come with them, but is trying to find her place in the world. She view Superman and Superior Girl has clear examples of the paths before her. Michelle wants to help Superman take Superior Girl down. She has seen the damage and destruction that Superior Girl has done, and feels that she needs to bring an end to it. In exchange for her help, Superman has agreed to help Michelle learn how to use her powers and more about who she really is.
QUOTE
I'm Power Girl, bitch!
POWERS/TACTICS
Michelle is still learning how to use her powers, but has been taught much by Superman. In combat, she tends to rely on a combination of speed and brute strength. However, she is not unwilling to use her heat vision when she feels that she is outmatched or being overwhelmed. While Michelle is nigh invulnerable, she is still getting used the the fact that little in this world can harm her. Due to that, her response to violence against her tends to be stronger than is probably necessary.
CAMPAIGN_USE
Strength - Can lift up to 410 kilotons (410,000 metric tons), casual strength can lift 1 hectoton (100 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 - Michelle 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 Michelle, unless striking an especially sensitive area.

Character created with Hero Designer (version 20160704)