“The Flash” 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
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  302 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
302

Dis. Points
100
 
Skill Cost
141

Exp. Points
640
 
Power Cost
497

Total Points
940
 
Total Cost
940



Cost
Name
Roll

49
Martial Arts (Speedster)
 





















Perks


Talents




141
Total Cost

 

Cost
Power/Equipment
END

158
Super Human Speed Multipower, 158-point reserve

16u
1) Super Running
6

Running +30" (36" total), x64 Noncombat, Flight Can Only Be Used In Contact With A Surface (+0), combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4), Usable As Flight (+1/4) (158 Active Points)

3u
2) Running Leap
6

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

2u
3) Super Swimming
6

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

2u
4) 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)
[Note: Movement in a tight circle to cushion falling target(s) or pull down flying target(s)]


144
Speedster Moves Variable Power Pool, 90 base + 54 control cost, Cosmic (+2) (225 Active Points); Limited Class Of Powers Available Very Limited (Speedster Tricks; -1), Restrainable (-1/2)

0
1) 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
2) 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
3) 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
4) 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
5) Vibrate Through
16

Desolidification (affected by heat or cold attacks), Continuous (+1) (80 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) Real Cost: 40

0
6) Vibratory Escape
9

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

0
7) 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
8) Hurricane Handwave II
4

Energy Blast 9d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (90 Active Points); Limited Power (Only Does Knockback; -1), Restrainable (-1/2), Limited Range (30"; -1/4) Real Cost: 33 vs PD.

0
9) Deflect Bullets
0

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

0
10) 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
11) 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
12) Too Fast To See
8

Invisible to Sight Group (Faster Than The Eye Can Follow; +1/2) for up to 160 Active Points of Running (80 Active Points) Real Cost: 80

0
13) 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.

0
14) Relativistic Speed
8

Running + 0", x131,072 Noncombat (80 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; EGO Roll to prevent being consumed by the Speed Force at end of power use; -1 1/2), Requires An EGO Roll (Only To Avoid Side Effects; -3/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4) Real Cost: 23
[Note: Achieving the “Speed of Light” (299,792.4 km [186,282.4 miles] per second; 880,991 mach) is possible but almost certainly suicidal.]


Super Human Physique

40
1) Protective Aura
0

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

10
2) Impact Resistance

+21 PD (21 Active Points); Only Protects Against Damage From Move Bys/Move Throughs (-1)

25
3) Speed Vision
0

Rapid ( x100,000) with Sight Group

8
4) A Fast Hard Look
0

+4 PER with Sight Group

10
5) Think Fast
1

+15 INT (15 Active Points); Costs Endurance (-1/2)

70
6) Speedster Recuperation
0

Healing BODY 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (105 Active Points); Self Only (-1/2)


Subtext Powers

9
1) Too Fast To See
4

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


497
Total Powers and Equipment Points











The Flash




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Fast Strike (4 pts)
1/2
+2
+0
 
9 1/2d6 Strike

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

Flying Grab (5 pts)
1/2
-2
-1
 
Grab Two Limbs, 48 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, 48 STR to Disarm; FMove

Passing Strike (5 pts)
1/2
+1
+0
 
7 1/2d6 +v/5; FMove

Passing Throw (5 pts)
1/2
+0
+0
 
7 1/2d6 +v/5; Target Falls; FMove

+4 HTH Damage Class(es)




Cost
Name

100
Disadvantages


100
Total Disadvantage Points