“Super Skrull” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
25
26
25
20
23
20
20
10

5
5
4
10
50
46
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

172 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
20"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
600
 
Char Cost
172

Dis. Points
150
 
Skill Cost
57

Exp. Points
90
 
Power Cost
611

Total Points
840
 
Total Cost
840



Cost
Name
Roll












57
Total Cost

 

Cost
Power/Equipment
END

Skrull Abilities

102
1) Skrull Shape Shifting
0

Shape Shift (Sight, Touch and Hearing Groups, Only Multicellular Organisms), Cellular, Imitation, Instant Change, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (102 Active Points)

40
2) Space Combatant
0

Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

10
3) Translator Bio-Implant

Universal Translator 14- (20 Active Points); Limited Power (Only verbal communication; -1)


Fantastic Four’s Powers, all slots Limited Power (Unified Power: FF Powers; -1/4)

47
1) Swathed In Flame
7

Force Field (10 PD/10 Flash Defense: Sight Group), Costs END Only To Activate (+1/4) (25 Active Points); Visible (Flame; -1/4) (Real Cost: 17)
Killing Attack - Hand-To-Hand 1d6+1, Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1) (60 Active Points); No STR Bonus (-1/2), Visible (Flame; -1/4) (Real Cost: 30) vs ED.
[Note: This power is normally active in combat so its added PD is noted in the Characteristics block]

60
2) Fiery Flight
3

Flight 20", x32 Noncombat, rapid Noncombat movement (+1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); Visible (Flame Trail; -1/4), Limited Power (Unified Power: FF Powers; -1/4)

40
3) Impervious to Flame
0

+8 ED (Real Cost: 8)
Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power (Only Works Against Fire; -1/2) (Real Cost: 34)

51
4) Invisible Force Field
4

Force Field (13 PD/13 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4), Hardened (x2; +1/2), Invisible to Detect, and Sight Group (+3/4) (90 Active Points); Limited Power (Only While Not Attacking; -1/2), Limited Power (Unified Power: FF Powers; -1/4)
[Note: SFX: Dome or Sphere Shaped]

49
5) Strength
2

+50 STR, Reduced Endurance (1/2 END; +1/4) (68 Active Points); Limited Power (Unified Power: FF Powers; -1/4) (Modifiers affect Base Characteristic)

63
6) Toughness
0

+10 CON (Real Cost: 20)
+10 PD (Real Cost: 10)
+10 ED (Real Cost: 10)
Damage Resistance (20 PD/20 ED) (20 Active Points) (Real Cost: 16)
+7 REC (Real Cost: 14)
+10 END (Real Cost: 5)


149
Power Moves Variable Power Pool, 95 base + 54 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (189 Active Points); Limited Class Of Powers Available (Only the original Fantastic Four/Super Skrull powers' SFX AND Only the powers listed; -1/2), Limited Power (Unified Power: FF Powers; -1/4)

0
1) Human Torch: Flame Blast
3

Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (87 Active Points) Real Cost: 87 vs ED.

0
2) Human Torch: Fireball
9

Energy Blast 9d6, Explosion (+1/2), Penetrating (+1/2) (90 Active Points); Extra Time (Extra Segment, Travel Time to Target; -1/2) Real Cost: 60 vs ED.

0
3) Human Torch: Flame Control
[6]

Dispel Heat/Flame 10d6, Cumulative (120 points; +3/4) (52 Active Points); 6 Charges (-3/4) (Real Cost: 30) vs Heat/Flame.
Telekinesis (10 STR), Area Of Effect (7" Cone; +1 1/4) (34 Active Points); Only Works On Limited Types Of Objects (Fire/Flame; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), 6 Continuing Charges lasting 1 Turn each (-1/4) (Real Cost: 15)

0
4) Invisible Woman: Invisibility
1

Invisibility to Sight Group and Detect , No Fringe, Reduced Endurance (1/2 END; +1/4) (41 Active Points) Real Cost: 41

0
5) Invisible Woman: Make Several Persons Invisibile
8

Invisibility to Sight Group and Detect , No Fringe, Limited Range (+1/4), Usable As Attack (x2 maximum weight per inanimate target; Up to 4 People; +1 1/4) (82 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; Only In Certain Circumstances Very Common; Only While Any Target Is More Than 3 Meters Away; -1/4) Real Cost: 47

0
6) Invisible Woman: Larger Force Field
[1 cc]

Force Wall (10 PD/10 ED; 6" long and 1" tall), Hardened (x2; +1/2) (90 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), 1 Continuing Charge lasting 20 Minutes (-1/2), Limited Range (-1/4) Real Cost: 40

0
7) Invisible Woman: Strengthen Larger Force Field
[6]

Aid Force Wall 8d6, Can Add Maximum Of 68 Points (90 Active Points); 6 Charges (-3/4), Concentration (1/2 DCV; -1/4) Real Cost: 45
[Note: +1 PD/+1 ED per 9 points; +8 PD/+8 ED maximum]

0
8) Invisible Woman: Make Force Bubble Air Tight
0

Life Support (Self-Contained Breathing) (10 Active Points) Real Cost: 10

0
9) Invisible Woman: Force Field Contructs
5

Telekinesis (30 STR), Affects Porous (55 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 37

0
10) Mister Fantastic: Elastic Body
9

Stretching 9", x4 Noncombat (Real Cost: 50)
Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) (Real Cost: 16)

0
11) The Thing: Rocky Fisted Blow
0

Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), Visible (Thing-like fists; -1/4), Linked (Skrull Shape Shifting; Greater Power is Constant or in use most or all of the time; -1/4) Real Cost: 18
[Note: Pale orange rock-like scale armors four-fingered fist(s)]

0
12) Skrull: Hypnosis
7

Mind Control 10d6 (Human and Alien class of minds), Custom Adder, Telepathic (+1/4) (75 Active Points); Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 43 vs Human and Alien .

0
13) Skrull: Mass Hypnosis
9

Mind Control 3d6+1 (Human and Alien class of minds), Custom Adder, Telepathic (+1/4), Area Of Effect (13" Cone; +1), Cumulative (76 points; +1) (88 Active Points); Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 50 vs Human and Alien .


611
Total Powers and Equipment Points











Super Skrull




 

Cost
Name

150
Disadvantages


150
Total Disadvantage Points