“Air Force” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
10
10
10
10
10
10
10
10

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

10 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
200
 
Char Cost
10

Dis. Points
150
 
Skill Cost
85

Exp. Points
120
 
Power Cost
375

Total Points
470
 
Total Cost
470



Cost
Name
Roll

41
Martial Arts (USAF)
 









85
Total Cost

 

Cost
Power/Equipment
END

24
Enhanced Prowess Elemental Control, 60-point powers, (30 Active Points); all slots Only In Heroic Identity (-1/4)

34
1) Enhanced Strength

+45 STR, Reduced Endurance (0 END; +1/2) (72 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)

64
2) Enhanced Speed
4

Running +19" (25" total), x32 Noncombat, combat acceleration/deceleration (+1/4), Usable As Flight (Only When In Contact With A Surface; +1/4), Reduced Endurance (1/2 END; +1/4) (110 Active Points); Only In Heroic Identity (-1/4)

24
3) Intangibility
0

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


Enhanced Physique, all slots Only In Heroic Identity (-1/4)

57
1) Enhanced Dexterity
0

+20 DEX (60 Active Points); No Figured Characteristics (-1/2) (Real Cost: 40)
+5 SPD (50 Active Points); Linked (DEX; Greater Power is Constant or in use most or all of the time; -1/4) (Modifiers affect Base Characteristic) (Real Cost: 34)

42
2) Enhanced Durability
0

Armor (13 PD/13 ED), Hardened (+1/4) (49 Active Points) (Real Cost: 39)
+1 PD (1 Active Points); Linked (Armor; Greater Power is Constant or in use most or all of the time; -1/4) (Modifiers affect Base Characteristic) (Real Cost: -1)
+10 ED (10 Active Points); Linked (Armor; Greater Power is Constant or in use most or all of the time; -1/4) (Modifiers affect Base Characteristic) (Real Cost: 8)

23
3) Enhanced Endurance
0

+40 END (Real Cost: 20)
+3 REC (Real Cost: 6)
+2 STUN (Real Cost: 2)


64
Speedster Moves Multipower, 80-point reserve, (80 Active Points); all slots Only In Heroic Identity (-1/4)

3u
1) Solid Air Ram
8

Energy Blast 9d6, Double Knockback (+3/4) (79 Active Points); Limited Power (Only Does Knockback; -1), Limited Range (30"; -1/4), Only In Heroic Identity (-1/4) vs PD.

5u
2) Solid Air Blast
8

Energy Blast 16d6 (80 Active Points); Limited Range (60"; -1/4), Limited Power (cannot be used against supersonic targets, nor propagate through a vacuum; -1/4), Only In Heroic Identity (-1/4) vs PD.

6u
3) Solid Air Lance
3

Killing Attack - Ranged 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Only In Heroic Identity (-1/4) vs PD.

3u
4) Speed Punch Combo
4

Autofire (5 shots; +1/2) for up to 82 Active Points of Strength (41 Active Points); Only In Heroic Identity (-1/4)

5u
5) Punch Them All
8

Area Of Effect (up to 8" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 80 Active Points of Strength (80 Active Points); Limited Power (Only For Hand-To-Hand Attacks; -1/2), Only In Heroic Identity (-1/4)

5u
6) Vacuum Vortex
8

Hand-To-Hand Attack +8d6, No Normal Defense (LS: No Need to Breathe/Self Contained Breathing; +1) (80 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4)

2u
7) Create Vortex
8

Telekinesis (53 STR) (80 Active Points); Only Affects Objects Above Him (-1), Only To Pull Towards Or Push Away (-1/2), Affects Whole Object (-1/4), Limited Range (30"; -1/4), Must Pass Through Intervening Space (-1/4), Only In Heroic Identity (-1/4)

4u
8) Hurricane Handwave
3

Dispel 17 1/2d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (79 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)

5u
9) Speedster Healing
8

Healing BODY 8d6 (80 Active Points); Self Only (-1/2), Only In Heroic Identity (-1/4)

4u
10) Speed Swimming
2

Swimming +11" (13" total) (x32 Noncombat), Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (47 Active Points); Only In Heroic Identity (-1/4)

1u
11) Soft Landing
2

Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); Limited Power (used only to slow decent; -1), Levitation (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4), no Noncombat movement (-1/4)


375
Total Powers and Equipment Points










Appearance


Meta-Game





 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Akido Throw (3 pts)
1/2
+0
+1
 
13d6 +v/5, Target Falls

Boxing Cross (4 pts)
1/2
+0
+2
 
15d6 Strike

Choke (4 pts)
1/2
-2
+0
 
Grab One Limb; 3d6 NND

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

Hold (4 pts)
1/2
-1
-1
 
Grab Three Limbs, 20 STR for holding on

Judo Disarm (4 pts)
1/2
-1
+1
 
Disarm; 75 STR to Disarm roll

Karate "Chop" (4 pts)
1/2
-2
+0
 
HKA 2d6

Kung Fu Block (4 pts)
1/2
+2
+2
 
Block, Abort

Weapon Element: Clubs

Weapon Element: Knives

+2 HTH Damage Class(es)




Cost
Name

150
Disadvantages


150
Total Disadvantage Points