Although I mentioned that the build-it-yourself facet of HERO System makes all sort of things possible, it is somewhat of a quantum state for other games though; in that in many cases it exists not really unless at the GM’s whim.

Much credit for this build is to be given to the link below which inspired me to design this incarnation as a way to present a homage to the ‘fallen’ character in the form of Sun Girl.


Identity:  Sun Girl Side: Good
Name: Mary Mitchell Sex: F
Experience: 0 Age and Appearance:22
Level: 1 Training: regaining her past
Powers: 7
Sunbeam Ray (Light Control Device): This item can generate intense light from its power source providing 20 charges, and is able to control the wavelength of light emitted from Infrared to Ultraviolet as well as the intensity ranging from the barest of sheens to an intense blinding glare if desired.  In addition the creation of light for mundane usages generally costs no power but may cost movement or even actions depending upon the difficulty of the activity.  As a weapon it emits an intense beam of photons/lasers dealing 2d8 damage for charge per attack up to Ax2” range. As another form of attack a Blinding burst can be emitted directed at a single target it has a range of (Ax2) requiring a special roll on the Light Control column to hit, one charge per use and if successful the target behaves as if encircled in darkness.  If both rolls were a one the character may be permanently blinded.
Emergency Pouch (Special Weapon Device): She carries an “emergency pouch” while on the job; the pouch has among other things, a “portable electronic tracer.” This should be treated like a mid-grade utility belt with the special note she has her Inventing % chance once per encounter of having an appropriate item for the job at hand.
Sprinter (Speed Bonus): her sprinting moves her really quickly, +100” to ground movement.
Acrobat, Judo & Jiu Jitsu Expert (Natural Weaponry): +2 Accuracy +4 Damage in HTH, Plus she may perform many acrobatic stunts with only a 10 % failure rate at most.
The Nations Most Popular Personality (Ht Chr A): Sun Girl because of her previous activities is an international phenomenon and her actions are avidly listened to in the international community.  As such she has a much higher Charisma than many beginning characters. +17 Charisma.
Friends in the Scientific Community: (Pet): Sun Girl has knowledge of, an active interest in, and frequent contact with other members of the scientific community as such she may call upon various other members of that community for assistance in various matters.  Most of her contacts consider her a bright girl who is something of a teachers pet….
Secret Origin (Heightened Expertise) Sun Girl is treated as if she is 4 levels higher than her current level would indicate.
Secret Love (Low Self Control): Sun Girl is in love with The Human Torch, as such she will sacrifice not only her life but her origin and most of her adventures merely to keep his fame and character alive.  Rather desiring to be an ‘ordinary’ secretary for The Human Torch than a super heroine.
Weight: 110 Basic hits: 3 Agility mod: +2
Str: 12 End: 15
Agil:15 Int: 15
Char: 31
Good React: +6
Evil React: -6
Hit mod: (1.3) (1.8 ) (1.4 ) (1.2)’ 3.9312 Hit Points(12):
Dmg Mod:  +2 Healing Rate: 1.2
Accuracy: +2 Power (57):
C. Cap: 177 Basic HTH Damage:1d4
Movement Rates: 142”
Detect Hidden: 12 Detect Danger:16
Inventing Points: 1.5 Inventing %: 45%
Origin and Background: Her origin was never revealed
Legal Status:
(Security Clearance’       )
Other information
During the Golden Age Sun Girl’s private identity and origin were never revealed; she fought the bad guys and replaced Toro as the Human Torch (I)’s sidekick. Well, okay, it’s not quite as brief or simple as all that. While her origin was never revealed, some things about her were known. She had friends in the scientific community she could call upon at any time. Oh, and she’s also, according to Sun Girl #3, “the nation’s most popular personality,” so famous and popular that when a giant ape-creature from Brazil is loose in the city, an Admiral says, “I would suggest the atom bomb rather than sacrifice the life of Sun Girl!” Her efforts to capture the animal are broadcast internationally and listened to with great interest across the world, from China to Russia to South America to the North Pole. When Sun Girl succeeds in capturing the beast, schools across the United States are closed for a day in her honor. Some textual evidence indicates that she’d been active for more than the short amount of time her stories credit her with; she is seen to be familiar with a mad scientist who is being released from prison after a long stretch in The Big House, and one story in Sun Girl #1 is told narrated by a grown man and judge, who was rehabilitated, as a teenager, by Sun Girl, thus implying that either the story is set in the future or that Sun Girl was active for twenty years or more. In the modern era her background was changed and most of her adventures retconned away. In current continuity she was Mary Mitchell, the personal secretary of Jim Hammond, the Human Torch (I), and that she knew all about Hammond’s other life; she’d fallen in love with him and became his secretary to get close to him, and when Toro left the Torch to tend to his ailing foster mother she leapt to replace him. When Toro returned he replaced her as the Torch’s sidekick, and Mary was left behind, never seeing the Torch again. Note: As Ronald Byrd says, “THIS is the woman that Roy Thomas blithely dismisses as the Human Torch’s secretary.” Sun Girl must be counted as one of the most victimized characters of Roy’s Retcons, I think.


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