“The Flash” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
15
29
30
15
33
33
25
13

3
6
4
9
60
38
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

302 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
302

Dis. Points
150
 
Skill Cost
118

Exp. Points
200
 
Power Cost
530

Total Points
950
 
Total Cost
950



Cost
Name
Roll

33
Martial Arts (Speedster)
 














 
Perks



 
Talents






118
Total Cost

 

Cost
Power/Equipment
END

Super Speed, all slots Unified Power (Speed Force; -1/4)

308
1) Super Speed Running

Running +54" (60" total), x131,072 Noncombat, combat acceleration/deceleration (+1/4), Usable As Flight (Only In Contact With A Surface; +1/4), Reduced Endurance (0 END; +1/2) (388 Active Points); Unified Power (Speed Force; -1/4)

36
2) Protective Aura
0

Desolidification (affected by Everything Except Velocity Related Phenomena), Reduced Endurance (0 END; +1/2), Continuous (+1) (100 Active Points); Only To Protect Against Velocity Related Phenomena (-1), Limited Power (Only With Super Human Speed; -1/2), Unified Power (Speed Force; -1/4)

20
3) Speed Vision
0

Rapid ( x100,000) with Sight Group (25 Active Points); Unified Power (Speed Force; -1/4)

6
4) A Fast Hard Look
0

+4 PER with Sight Group (8 Active Points); Unified Power (Speed Force; -1/4)

8
5) Think Fast
1

+15 INT (15 Active Points); Costs Endurance (-1/2), Unified Power (Speed Force; -1/4)

13
6) Speedster Recuperation
0

Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Unified Power (Speed Force; -1/4)


139
Speedster Moves Variable Power Pool, 90 base + 49 control cost, Cosmic (+2) (225 Active Points); Limited Class Of Powers Available (Speedster Tricks; -1), Restrainable (-1/2), Unified Power (Speed Force; -1/4)

0
1) Running Leap
6

Leaping +32" (35" forward, 1 1/2" upward) (Accurate, x64 Noncombat) (62 Active Points); Forward Movement Only (-1) Real Cost: 30

0
2) Super Swimming
6

Swimming +22" (24" total) (x4 Noncombat), combat acceleration/deceleration (+1/4) (34 Active Points); Increased Endurance Cost (x2 END; -1/2) Real Cost: 23

0
3) Too Fast To Hit

+5 Non-Combat Velocity DCV (25 Active Points); Limited Power (Only With Noncombat Movement; -1/2), Linked (Super Speed Running; Greater Power is Constant or in use most or all of the time; -1/4) Real Cost: 14

0
4) Too Fast To See
4

Invisibility to Sight Group (20 Active Points); Linked (Super Speed Running; -1/2), Increased Endurance Cost (x2 END; -1/2), Limited Power (Does Not Work versus “Rapid” Advantaged Senses; -1/4) Real Cost: 9

0
5) Create Vortex
9

Telekinesis (60 STR) (90 Active Points); Only Affects Objects Above Him (-1), Only To Pull Towards Or Push Away (-1/2), Restrainable (-1/2), Affects Whole Object (-1/4), Limited Range (30"; -1/4), Must Pass Through Intervening Space (-1/4) Real Cost: 24
[Note: Movement in a tight circle to cushion falling target(s) or pull down flying target(s)]

0
6) Speed Punch Combo
0

Hand-To-Hand Attack +5d6, Armor Piercing (+1/2), Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (87 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) Real Cost: 43

0
7) Punch Them All
4

Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Area Of Effect (10" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) (90 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) Real Cost: 45

0
8) I’ll Take Those
9

Telekinesis (30 STR), Area Of Effect (5" Radius; +1), Two-Dimensional (-1/4), Selective (+1/4) (90 Active Points); Only To Disarm/Grab Objects (-1) Real Cost: 45

0
9) Vacuum Vortex
0

Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Does Not Breathe OR Self Contained Breathing; +1), Continuous (+1) (87 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) Real Cost: 43
[Note: Suck the air out of target(s) lungs.]

0
10) Vibrate Through
4

Desolidification (affected by EM, gravity, or cold attacks) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 27

0
11) Vibratory Escape
9

Dispel Entangle 12d6, Cumulative (+1/2), Continuous (+1) (90 Active Points) Real Cost: 90 vs Entangle.

0
12) Hurricane Handwave
3

Dispel 20d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (90 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4) Real Cost: 51

0
13) Hurricane Handwave II
5

Flight 15", x8 Noncombat, Limited Power (Only Noncombat Movement; +0), Usable By Other (+1/4) (50 Active Points); Only In Straight Lines (-1/2), Instant (-1/2) Real Cost: 25

0
14) Deflect Bullets
0

Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Restrainable (-1/2) Real Cost: 30

0
15) Speedster Healing
4

Healing 3d6, any Characteristic one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Decreased Re-use Duration (1 Turn; +1 1/2) (90 Active Points); Self Only (-1/2) Real Cost: 60

0
16) Helicopter Hover/Treading Air
6

Flight 12", No Turn Mode (+1/4) (30 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 9

0
17) Instant Change
1

Cosmetic Transform 2d6 (Clothing to/from Costume) (10 Active Points); Limited Target (Clothes Being Worn; -1/2), IIF (Ring Storing Compressed Outfit; -1/4) Real Cost: 6 vs Clothing to/from Costume.


530
Total Powers and Equipment Points











The Flash




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Fast Strike (4 pts)
1/2
+2
+0
 
5d6 Strike

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

Flying Grab (5 pts)
1/2
-2
-1
 
Grab Two Limbs, 25 STR for holding on; FMove

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

Passing Disarm (5 pts)
1/2
-1
-1
 
Disarm, 25 STR to Disarm; FMove

Passing Strike (5 pts)
1/2
+1
+0
 
3d6 +v/5; FMove

Passing Throw (5 pts)
1/2
+0
+0
 
3d6 +v/5; Target Falls; FMove




Cost
Name

150
Disadvantages


150
Total Disadvantage Points