“Subject A” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
10
13
10
10
23
23
18
18

2
2
2
4
20
20
Base
10
10
10
10
10
10
10
10

  (STR/5)
  (CON/5)
  1+(DEX/10)
  (STR/5)+(CON/5)
  (CON x 2)
  BODY+(STR/2)+(CON/2)
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Roll
 
 
 
 
 
 
 
 

 
 
 
 
 
Notes

HTH damage   Lift   END

OCV     DCV   

 

 

Perception Roll

Base ECV  

Base Presense Attack

 


Resistant PD Total PD

Resistant ED Total ED

Phases 1 2 3 4 5 6 7 8 9 10 11 12


*Without Powers/Equipment

62 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
600
 
Char Cost
62

Dis. Points
100
 
Skill Cost
163

Exp. Points
0
 
Power Cost
475

Total Points
700
 
Total Cost
700



Cost
Name
Roll

63
Martial Arts (Blended)
 



















 
Perks



 
Talents





163
Total Cost

 

Cost
Power/Equipment
END

36
Super Powers Elemental Control, 90-point powers, (45 Active Points); all slots Only In Heroic Identity (-1/4)

156
1) Super Speed
4

Running +24" (30" total), x64 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable As Flight (Only Along A Surface; +1/4) (115 Active Points) (Real Cost: 115)
+25 DEX (Real Cost: 75)
+5 SPD (Real Cost: 50)

95
2) Super Strength
2

+50 STR, Reduced Endurance (1/2 END; +1/4) (64 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 64)
+30 CON (Real Cost: 60)
+20 REC (Real Cost: 40)

35
3) Invulnerability
0

Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points) (Real Cost: 48)
+7 PD (Real Cost: 7)
+11 ED (Real Cost: 11)
+5 BODY (Real Cost: 10)


Abilities

67
1) Improved Physiology
0

Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; 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) (Real Cost: 36)
Rapid ( x100,000) with Normal Sight (Real Cost: 15)
Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 11)
+1 SPD (10 Active Points); Limited Power (Only To Take Recoveries; -1) (Real Cost: 5)


52
Power Moves Multipower, 65-point reserve, (65 Active Points); all slots Only In Heroic Identity (-1/4)

3u
1) Flurry of Blows [Attack]
0

Autofire (5 shots; +1/2), Reduced Endurance (0 END From 1/2 END; +1/2) for up to 62 Active Points of Strength - 50 STR; 10d6 (62 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Usable with standard Move By]

3u
2) Precise Blow [Attack]
5

Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Armor Piercing OR STUN Only & 0 END; +3/4) for up to 74 Active Points of Strength - 60 STR; 12d6 (55 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Deliberate high damage "weak spot" punch or no damage "pulled" punch]

3u
3) Punch Them All [Attack]
6

Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 62 Active Points of Strength - 50 STR; 10d6 (62 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Use w/Grab By to disarm a group]

3u
4) Sonic Blast [Attack]
6

Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); Limited Power (Cannot be used at supersonic speeds or against supersonic targets or through rarified air/vacuum; -1/2), Only In Heroic Identity (-1/4) vs ED.

2u
5) Updraft/Downdraft Vortex [Attack]
6

Telekinesis (40 STR) (60 Active Points); Limited Power (Only To Pull Flying Targets Down OR Slow Falling Targets; -1), Restrainable (-1/2), Affects Whole Object (-1/4), Must Pass Through Intervening Space (-1/4), Only In Heroic Identity (-1/4)
[Note: Move in a tight circle under a flying or falling target]

2u
6) Hurricane Handwave [Attack]
6

Flight 10", Only Non-Combat Velocity (x2 = 20"; +0), combat acceleration/deceleration (+1/4), Usable As Attack (Negated By Flight, Desolidification or Density Increase; +1), Area Of Effect (18" Line; +1) (65 Active Points); Restricted Path (Straight Line Away From Attacker; -1), Gestures, Requires Gestures throughout (-1/2), Only In Heroic Identity (-1/4)

3u
7) Hurricane Handwave [Defense]
2

Dispel 14d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (63 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)

5u
8) Vibratory Phasing [Defense]
0

Desolidification (affected by Force Beams/Fields/Walls), Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Heroic Identity (-1/4)

1u
9) Helicopter Hover/Treading Air [Travel]
3

Flight 12", No Turn Mode (+1/4) (30 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Concentration (1/2 DCV; -1/4), Only In Heroic Identity (-1/4)

4u
10) Pour it On [Travel]
0

Naked Advantage: combat acceleration/deceleration (+1/4), Reduced Endurance (0 END From 1/2 END; +1/4), rapid Noncombat movement (+1/4) for up to 86 Active Points (64 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)

3u
11) Sonic Blast Through [Travel]
6

Tunneling 1" through 21 DEF material (65 Active Points); Instant (-1/2), no Noncombat movement (-1/4), Only In Heroic Identity (-1/4)
[Note: Blast through the wall, floor, or ground]

2u
12) Supercavitation Swimming [Travel]
3

Swimming +6" (8" total) (x64 Noncombat) (31 Active Points); Only In Heroic Identity (-1/4)


475
Total Powers and Equipment Points









 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Atemi Strike (4 pts)
1/2
-1
+1
 
4d6 NND

Block (5 pts)
1/2
+1
+3
 
Block, Abort

Escape (4 pts)
1/2
+0
+0
 
95 STR vs. Grabs

Joint Lock (3 pts)
1/2
+0
-1
 
Grab One Limb; 30 STR for holding on

Joint Lock/Throw (4 pts)
1/2
+1
+0
 
Grab One Limb; 3d6 NND ; Target Falls

Legsweep (3 pts)
1/2
+2
-1
 
17d6 Strike, Target Falls

Takedown (3 pts)
1/2
+1
+1
 
16d6 Strike; Target Falls

Dodge (4 pts)
1/2
--
+5
 
Dodge, Affects All Attacks, Abort

Flying Kick (5 pts)
1/2
+1
-2
 
20d6 Strike

Kick (5 pts)
1/2
-2
+1
 
20d6 Strike

Punch (4 pts)
1/2
+0
+2
 
18d6 Strike

Throw (3 pts)
1/2
+0
+1
 
16d6 +v/5, Target Falls

+4 HTH Damage Class(es)




Cost
Name

10
Hunted: US Law Enforcement Community 8- (Mo Pow, NCI, Watching)

10
Psychological Limitation: Code Against Killing (Uncommon, Strong)

10
Psychological Limitation: Honorable (always keeps word, never takes undue advantage) (Uncommon, Strong)

70
Disadvantages TBD


100
Total Disadvantage Points