Facet convention player 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
15 DEX 10 15 15 12- OCV 5 DCV 5
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
13 EGO 10 6 13 12- ECV: 4
10 PRE 10 0 10 11- PRE Attack: 2d6
14 COM 10 2 14 12-
3 PD 3 0 3 3 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
3 SPD 2.5 5 3 Phases: 4, 8, 12
6 REC 6 0 6
30 END 26 2 30
30 STUN 24 6 30
6" Running 6 0 6"
2" Swimming 2 0 2"
2 1/2"/1"" Leaping 3 0 2 1/2" 53 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Teleport 10" [20" NC]
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 280
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 11"
Weight:  176 lbs
Description:

 Facet convention player 
DEFENSES
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 0 (10)
Energy Defense 3 Current END:
Res. Energy Defense 0 (30)
Mental Defense 0 Current STUN:
Power Defense 0 (30)
STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 5 DCV: 5
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

 Facet convention player 
SUPERPOWERS!
Cost  Power END
10 Luck 2d6 0
MAGIC AMULET Variable Power Pool
140 Variable Power Pool, 100 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (200 Active Points); OAF (-1), Character Has No Choice Regarding How Powers Change (-1/2)
35 Teleportation 10", No Relative Velocity, x2 Increased Mass 3
185 Total Powers Cost

 Facet convention player 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
4 Gambling (Card Games, Dice Games) 13-
4 Computer Programming (Computer Networks, Personal Computers) 13-
3 Security Systems 13-
2 Systems Operation (Communications Systems) 13-
3 Concealment 13-
3 Lockpicking 12-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 11-
3 Bureaucratics 11-
3 SS: Statistics 13-
3 KS: Trivia 13-
5 Cramming
42 Total Skills Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
15 Dependence: Magic Amulet Takes 1d6 Damage (Easy To Obtain, 5 Minutes)
25 Hunted: Cabal of Those Guys in Robes 14- (As Pow, NCI, Harshly Punish)
10 Hunted: Local Mystic Council 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Money: Poor
20 Normal Characteristic Maxima
20 Psychological Limitation: Code Versus Killing Common, Total
15 Psychological Limitation: Intellectually Lazy / Feckless (Common, Strong)
15 Psychological Limitation: Reluctant Hero (Very Common, Moderate)
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
5 Social Limitation: Geek (Occasionally, Minor)
150 Total Disadvantages Cost

 Facet convention player 
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 11" Hair: Brown
Weight: 176 lbs Eyes: Brown
PERSONALITY & MOTIVATION
Name: Morgan Anselkin Age: 20's Gender: Player's Choice
Hair: Brown, med. Eyes: Brown, lt. Height: 5'9"
Build: slender Race: Indeterminate
CATCH PHRASE(S)
POWERS & SPECIAL EFFECTS
The Stats - The first ten rows of statistics are the base statistics and mean just about what they look like. The range is more or less from ten to twenty, with ten indicating the level of a healthy, normal human and twenty indicating the limit of human capacity. Morgan isn't very strong as heroes go, or very impressive, or tough or... He is rather bright, though. The rest of column are the figured statistics. If you don't know the system, just don't worry about them. I'll tell you if you need them.

The Notes - Anything ending in CV is a "combat value". I'll ask you for these numbers when you get into a fight. The speed and dexterity tell me who goes first in a fight, and who moves in what phase (a round has twelve phases, the phases you move in are listed at the bottom of this section). The rolls are just what they sound like. If one of those skills comes into play, I may ask you to roll 3d6 (you want to roll under this number to make a successful skill roll).

Disadvantages - HERO(tm) works on a point system. You pay for skills and powers with points, some of which you get by taking disads. Morgan has a secret identity, except for among the magic community where everyone and his brother seems to know how to locate the amulet holder, which is a problem because a bunch of nasty people are trying to get the amulet, and some less nasty people pestering about getting properly trained or something. Morgan is a bit lazy, and sometimes has to be pushed into proper heroic behavior.

Powers - Morgan's magic amulet will do practically anything. Unfortunately, it rarely does quite what he wants it to. He has figured out how to make it teleport him around and to change him to a superhero disguise. If you're not a HERO expert, just give me a general idea of what you're trying and I'll help you out.

Skills - These skills work the same way as the skill rolls discussed in the Notes section. They're just what they sound like. Cramming means that he can learn new stuff quickly. The luck part is something I roll for you. Sometimes Morgan just gets lucky.

Maneuvers - These happen in combat. If you don't already know the system, don't worry about it.

Origin/Background - Morgan dropped out of college in the junior year. It just wasn't what Morgan wanted (although that didn't mean the student loans are going away). So it was time for a little wandering. Well, Morgan had always been pretty good at poker, so falling into that barside poker game didn't seem like much. Everybody at the table had an awful lot to drink. Except this one funny guy in the corner. Against the laws of nature, the sober guy just kept losing and losing. If the rest of the group could have conceived of such a thing (or for that matter, counted their toes...), they might have thought he was trying to lose. Finally, the guy had nothing left but a beat-up looking old pendant. With a great show of reluctance, he put it into the pot. Morgan won that round and the guy went off. Morgan woke up with a pounding hangover, the amulet-thingy, and a horde of red-robed lunatics trying to commit homicide. Morgan barely escaped alive. They've been on the hunt ever since. Morgan discovered that the amulet had magic powers and could make disguises, teleport, and other nifty things. Morgan now lives in the basement of the Downtown Racquetball and Swim Club and has the superhero identity of Facet. This setup seems a little silly to Morgan - it's not that Morgan doesn't like helping people, but the superhero world is a trippy, trippy place. At least if the crazy guys in red attack, they'll have to go through a lot of other heroes first.

 Facet convention player 
ORIGIN
Morgan won this magic amulet in a poker game. Though a little too drunk to remember exactly what the loser looked like, Morgan *can* remember that by the time s/he sobered up, there were a bunch of guys in funny outfits after the amulet - and willing to kill to get it. Morgan ditched them but can't seem to ditch the amulet. It seems to like it just where it is...
Character created with Hero Designer (version 2.42)