click here to return to the VandV Emporium

HOURMAN I
Identity:  Rex "Tick-Tock" Tyler
Group Affiliation:  Justice Society of America, All-Star Squadron
Base of Operations:  New York City
First Appearance:  ADVENTURE COMICS #48 [1940]
Side:  Good
Sex:  Male
Age:  28
Height:  5' 10"
Hair:  Dark Brown
Eyes:  Blue
Level:  7th
Experience:  27,000
Training:  +1 Damage with Unarmed HTH Combat
1. Chemical Power Device (Miraclo Pills):  Rex Tyler discovered a special chemical compound when ingested, granted greater physical strength and prowess. He named this compound, Miraclo, and distilled it into pill form. Hourman normally carries one dozen (12) pills at any given time. One pill grants the following abilities:
        a. Heightened Strength B +16
        b. Heightened Speed: +18" ground movement, +6 Initiative Bonus.
        c. Invulnerability: 24 Points.
        d. Weakness (Special Requirement): Each Miraclo pill lasts for one hour only. Additional pills will extend the time limit, but at the risk of having an adverse reaction to the chemical. For each pill after the first (within the same day), the character has to make an End save (on d20, -1 for each pill taken) to avoid an overdose. Should an overdose occur, the character is wracked with intense hallucinations, making interacting with the real world difficult (-8 on all tasks, ie to hit, damage, saving throws, etc). These frightening hallucinations will last for 1d3 Phases times the number of Miraclo pills taken. Once the Miraclo pill has worn off, the character is considered fatigued for End/2 Phases (after normal use) or End Phases (after an overdose).
        Note: All Character Data (see below) within square parenthesis reflect Hourman's stats when on Miraclo.
2. Heightened Expertise:  +4 to hit in unarmed HTH combat.
3. Heightened Intelligence A  +6
4. Weakness (Phobia/Pyschosis):  The Miraclo formula has an unfortunate side-effect, it is extremely addictive. Rex Tyler must take a Miraclo pill each day or else suffer from withdraw (End save on d20, -1 for each day without Miraclo). Failure means Rex must take a Miraclo pill and if he cannot, he is considered fatigued and suffers a -4 penalty on all actions (ie to hit, damage, saving throws, etc) until he can take his pill. It will take End/3 weeks of being clean (ie no Miraclo pills) to properly kick the habit.
Weight:  181 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  14  [30] Endurance:  13  [20]
Agility:  14 Intelligence:  18
Charisma:  13 Reactions from:   Good:  +1     Evil:  -1
Hit Mod. (1.3) (1.4) (1.2) (1.3) =  2.8392 Hit Points:  12
[Hit Mod. (3.1) (2.2) (1.2) (1.3) =  10.6392 ] [Hit Points:  43 ]
Damage Mod.:  +2 Healing Rate:  1.2
Accuracy:  +1 Power:  59  [82]
Carrying Capacity:  368 lbs. Basic HTH Damage:  1d6
[Carrying Capacity:  2639 lbs. ] [Basic HTH Damage:  1d12 ]
Movement Rates:  41" ground  [82" ground]
Det. Hidden:  14% Det. Danger:  18%
Inventing Points:  12.6 Inventing (54%): 
Knowledge Areas:  Research/Technology & Scientist (Chemistry)
Origin and Background: (American)  This conversion represents Hourman when he was a regular member of the JSA before his encounter with Ian Karkull (circa 1942). You can learn more at the excellent JSA Fact File  Hourman Page.
Legal Status:  American citizen with no criminal record.
Training Bonuses:
 
2nd Level:   +1 Damage with Unarmed HTH Combat
3rd Level:   +1 Accuracy with Unarmed HTH Combat
4th Level:   +1 Damage with Unarmed HTH Combat
5th Level:   +1 Accuracy with Unarmed HTH Combat
6th Level:   +1 Damage with Unarmed HTH Combat
7th Level:   +1 Accuracy with Unarmed HTH Combat
Notes: 

To Hit (Normal Unarmed HTH):
+8
Damage (Normal Unarmed HTH):
1D6 + 5
To Hit (Miraclo Unarmed HTH):
+8
Damage (Miraclo Unarmed HTH):
1D12 + 5

[Click here, or on logo, to return to the main page]