Hourman II:PL: 10
Str 12 [30] (+1/+10) Dex 10 [26] (+0/+8.) Con 12 [30] (+1/+10) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)
Skills: Bluff 6 (+8.), Climb 4 (+5/+14), Craft (Artistic) 6 (+8.), Craft (Chemical) 8 (+10), Diplomacy 6 (+8.), Intimidate 6 (+8.), Investigate 2 (+4), Knowledge (Physical Sciences) 4 (+6), Notice 8 (+10), Sense Motive 6 (+8.), Stealth 4 (+4/+12), Swim 4 (+5/+14)
Feats: Attack Spec. (Unarmed), Defensive Roll 2, Dodge Focus 3, Equipment, Improved Grab, Improved Grapple, Inspire, Interpose, Power Attack, Set-Up, Stunning Attack, Takedown Attack 2, Teamwork 2, Uncanny Dodge [visual]
Powers: Container [Miraclo Augmentation] 14 (Flaw: Limited-Useable once a day)
--Enhanced Strength 18
--Enhanced Dexterity 16
--Enhanced Constitution 18
--Enhanced Feats 3 (Diehard; Evasion; Improved Initiative)
--Impervious Toughness 8
--Speed 3
--Super Strength 2
Device [Hourglass Amulet] 2 (hard to lose)
--Supermovement 1 (Dimensional Movement [Timepoint]); (Power Feats: Master Plan, Progression 3)
--Super-Senses 4 (Precognition) (Flaw: Limited-Only one hour into the future); (Drawback: Uncontrolled)
Saves: Toughness +6* [+11* Miraclo]/+4** [+9** Miraclo] [*Costume & Defensive Roll/**Costume]
Fort +4 [+13]
Ref +3 [+11]
Will +8
Combat: Attack +8/+10 (unarmed)
Damage +1 (unarmed)/+10 (unarmed with Miraclo]
Defense +9 (+3 flat-footed)
Initiative +4 [+8 Miraclo]
Equipment: Costume: +3 Toughness; Subtle; Comm-Link
Costs: Attributes 18+ Skills 16+ Feats 19+ Powers 66+ Saves 11+ Combat 28= 150 pts. 
I can’t help myself, I’m
WAAAYYYY into legacy heroes. That said I can’t get enough of Hourman II and his time in the JSA, for that matter I actually went out & got my greedy little tattooed hands on the TPB of the JSA way back when it was first started up (now consider the fact that I haven‘t collected comics in a decade). That was some of the best reworkings of the classic heroes and legacies of the first heroes of DC IMO.

I like how Hourman came out cost-wise, just 10 points below the normal PL/point balance, it fits him really well. Hourman is super powered but only slightly compared to members like Green Lantern but still decked out with skills and feats enough to be useful when not sporting his super strength. Check out when the Ultra-Humanite took over the world and lo & behold Hourman is leading the rag-tag JSA team fighting against him, that’s a good example of Hourman at his best.

Then when Hourman activates his hour of power (
I can never say that with a straight face now, blast Robot Chicken & their “male enhancement drug” skit!!) he can hold his own in a fight. I think if he got some good dice rolls he could maybe stale Wonder Woman until one of the big guns of the JSA showed, but most times Hourman is willing to play the support role and handle the goons & mooks of the Mastermind villain with only taking a few well placed shots at the big villain. So I made sure to include the feats that make him better suited to the helper role with Set-Up, Takedown Attack & Teamwork.

His Master Plan feat is more for when he gets one of his “Flash-forward” visions from an hour in the future, that way he can make even more use of his Set-Up feat or things that are located around the area of the fight. The best example of that is when the JSA & the JLA fought Despero & Johnny Sorrow and Hourman had Captain Marvel, the Green Lanterns, Superman and Wonder Woman push Despero to where Hourman knew that Captain Atom would explosively return from the Quantum Stream, which took Despero out of the fight.