“Captain America” HERO SYSTEM Character Sheet

Val















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
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)
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  274 Total Characteristics Points
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





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
200
 
Char Cost
274

Dis. Points
150
 
Skill Cost
542

Exp. Points
850
 
Power Cost
384

Total Points
1200
 
Total Cost
1200



Cost
Name
Roll

186
Martial Arts (Multiple)
 
































Perks





Talents



542
Total Cost

 

Cost
Power/Equipment
END

Shield (Defense), all slots OAF Unbreakable (-1), Restrainable (-1/2)
[Note: Captain America’s iconic weapon]

50
1) Indestructible

Combat Luck (42 PD/42 ED), Hardened (x2; +1/2) (126 Active Points); OAF Unbreakable (-1), Restrainable (-1/2)
[Note: Defeating PD/ED constitues circumventing rather than penetrating shield]

10
2) Deflect
0

Missile Deflection (Any Ranged Attack), Hardened (+1/4) (25 Active Points); OAF Unbreakable (-1), Restrainable (-1/2)

4
3) Shielding

+2 DCV w/Shield (10 Active Points); OAF Unbreakable (-1), Restrainable (-1/2)
[Note: As per normal shield.]


7
Shield (Offense) Multipower, 20-point reserve, (20 Active Points); all slots OAF (Shield; -1), Restrainable (-1/2), Only In Heroic Identity (Inaccessible While In Civilian Guise; -1/4)
[Note: Captain America’s iconic weapon]

1u
1) Shield Bash
2

Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible While In Civilian Guise; -1/4)
[Note: Damage as a standard club (4 DC)]

1u
2) Shield Edge
2

Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR) (20 Active Points); OAF (Shield; -1), Restrainable (-1/2), Only In Heroic Identity (Inaccessible While In Civilian Guise; -1/4) vs PD.
[Note: Damage as a standard sword (4 DC)]


Shield Maneuvers

20
1) Throw Shield
5

Range Based On STR (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect (up to One Hex; +1/2), Selective (+1/4) for up to 43 Active Points of STR w/Martial Arts (54 Active Points); OAF Unbreakable (Shield; -1), Restrainable (-1/2), Linked (Shield Edge; -1/4)
[Note: Throwing Distance is 32" running, 16" standing, 8" prone for 30 STR w/ -10 STR required to lift the object.]

51
2) Throw Shield At Multiple Targets
6

Area Of Effect (up to 8" Radius; +1 1/4), Selective (+1/4); OAF Unbreakable (Shield; -1), Restrainable (-1/2) for up to 43 Active Points of STR w/Martial Arts (64 Active Points); Linked (Shield Edge; -1/4)
[Note: Shield Richochets from target to target]

1
3) Thrown Shield Returns
0

Teleportation: Fixed Location: Thower’s Hand (1 Locations), Usable By Other (Thrown Weapon Itself; +1/4), Inherent (+1/4), Persistent (+1/2), Indirect (Any origin, any direction; +3/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activated By Shield Being Thrown; +1) (4 Active Points); OAF (Returning Weapon; -1), Extra Time (Extra Segment, -1/2), Limited Power (Only When Weapon Thrown Half Possible Distance Or Less; -1/4), Must Pass Through Intervening Space (-1/4)


Unique

16
1) Super Soldier Perfection
0

Lack Of Weakness (-16) for Normal Defense

16
2) Super Soldier Perfection II
0

Lack Of Weakness (-16) for Resistant Defenses

55
3) Peerless Fighter
0

Find Weakness 16- with All Attacks

50
4) Tireless Fighter

+25 REC

20
5) Super Soldier Recovery
0

Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2)

10
6) Through The Window!

+20 PD (20 Active Points); Limited Power (Only Against Damage From Falls/Jumps; -1)


Uniform

11
1) IT’S CAPTAIN AMERICA!!!

+17 PRE (17 Active Points); Only In Heroic Identity (-1/4), Nonpersistent (-1/4)

24
2) ComLink
0

Radio Perception/Transmission (Radio Group), +5 to PER Roll, Targeting, Tracking (30 Active Points); IIF (-1/4)
[Note: Concealed in costume cowl or other clothing]

24
3) Chainmail But Better
0

Armor (10 PD/10 ED) (30 Active Points); Real Armor (-1/4)
[Note: Bodysuit of costume (which may be worn under civilian clothing)]

13
4) Ear Protection
0

Hearing Group Flash Defense (20 points) (20 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: High tech earplugs with costume cowl]



384
Total Powers and Equipment Points










Meta-Game



Captain America




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

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

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

Breaking Throw (5 pts)
1/2
-2
-2
 
Grab One Limb; HKA 1d6 +1 , Disable; Target Falls

Choke Hold (4 pts)
1/2
-2
+0
 
Grab One Limb; 4d6 NND

Disarm (4 pts)
1/2
-1
+1
 
Disarm; 60 STR to Disarm roll

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

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

Flying Dodge (5 pts)
1/2
--
+4
 
Dodge All Attacks, Abort; FMove

Flying Grab (5 pts)
1/2
-2
-1
 
Grab Two Limbs, 60 STR for holding on; FMove

Flying Kick (5 pts)
1/2
+1
-2
 
14d6 Strike

Flying Tackle (3 pts)
1/2
+0
-1
 
10d6 +v/5 Strike; You Fall, Target Falls; FMove

Joint Lock/Grab (3 pts)
1/2
-1
-1
 
Grab Two Limbs, 60 STR for holding on

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

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

Kick (5 pts)
1/2
-2
+1
 
14d6 Strike

Knife Hand (4 pts)
1/2
-2
+0
 
HKA 2 1/2d6

Legsweep (3 pts)
1/2
+2
-1
 
11d6 Strike, Target Falls

Reversal (4 pts)
var
-1
-2
 
65 STR to Escape; Grab Two Limbs

Sacrifice Throw (3 pts)
1/2
+2
+1
 
10d6 Strike; You Fall, Target Falls

Shime (4 pts)
1/2
-2
+0
 
Grab One Limb; 4d6 NND

Slam (3 pts)
1/2
+0
+1
 
10d6 +v/5, Target Falls

Strike/Punch (4 pts)
1/2
+0
+2
 
12d6 Strike

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 60 STR to take weapon away

Takedown (3 pts)
1/2
+1
+1
 
10d6 Strike; Target Falls

Throw (3 pts)
1/2
+0
+1
 
10d6 +v/5, Target Falls

Tiger/Dragon Claw (4 pts)
1/2
+0
+0
 
14d6 Crush, Must Follow Grab

Uproot/Sand Palm (4 pts)
1/2
+0
+0
 
65 STR to Shove

Basic Shot (4 pts)
1/2
+0
+0
 
Strike, +6 DC

Defensive Shot (3 pts)
1/2
-1
+2
 
Strike +4 DC

Distance Shot (5 pts)
1+1
+0
-2
 
Strike +4 DC , +1 Segment

Far Shot (5 pts)
1/2
+1
-1
 
Strike +4 DC

Offensive Ranged Disarm (5 pts)
1/2
+1
-1
 
Disarm, +6 DC to Disarm

Offensive Shot (4 pts)
1/2
-1
-1
 
Strike, +8 DC

Offensive Trip (5 pts)
1/2
+1
-1
 
Strike +4 DC +v/5, Target Falls

Quick Shot (4 pts)
1/2
+1
+0
 
Strike, +6 DC

Ranged Disarm (4 pts)
1/2
+0
+0
 
Disarm, +7 DC to Disarm

Trip (4 pts)
1/2
-1
-1
 
v/5, Target Falls

+4 HTH Damage Class(es)

+4 Ranged Damage Class(es)

Weapon Element: Blades, Clubs

Weapon Element: Boomerangs and Throwing Clubs, Thrown Sword




Cost
Name

150
[Disadvantages]


150
Total Disadvantage Points