“Jet” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
18
18
13
13
18
13
18
14

4
3
3
7
26
29
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

73 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
73

Dis. Points
150
 
Skill Cost
80

Exp. Points
80
 
Power Cost
277

Total Points
430
 
Total Cost
430



Cost
Name
Roll

44
Martial Arts (Hybrid)
 











80
Total Cost

 

Cost
Power/Equipment
END

25
Inertial Capacitance Elemental Control, 76-point powers, (38 Active Points); all slots Limited Power (Power Cannot Be Pushed; -1/4), Only In Heroic Identity (-1/4)

62
1) Super Speed Locomotion
5

Running +20" (26" total), x128 Noncombat, Usable As Flight (Only Along A Surface; +1/4), Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (131 Active Points); Limited Power (Power Cannot Be Pushed; -1/4), Only In Heroic Identity (-1/4)

58
2) Super Speed Reflexes
0

+17 DEX (Real Cost: 51)
+5 SPD (Real Cost: 50)
+1 SPD (10 Active Points); Limited Power (Only To Take Recoveries; -1) (Real Cost: 5)
Rapid ( x1,000) with Normal Sight and Normal Touch (18 Active Points) (Real Cost: 12)

25
3) Super Strength

+37 STR, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (74 Active Points); Only In Heroic Identity (-1/4), Limited Power (Power Cannot Be Pushed; -1/4)

31
4) Super Resilient
0

+14 PD (Real Cost: 14)
+20 ED (Real Cost: 20)
Damage Resistance (12 PD/12 ED) (12 Active Points) (Real Cost: 8)
+2 BODY (Real Cost: 4)
+12 CON (Real Cost: 24)
+4 REC (Real Cost: 8)
+10 END (Real Cost: 5)


34
Super Sonics Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2), Only In Heroic Identity (-1/4)

2u
1) Sonic Blast
6

Energy Blast 12d6 (60 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4) vs ED.

2u
2) Sonic Blast II
2

Dispel 8d6, Reduced Endurance (1/2 END; +1/4), Expanded Effect (any Object/Gadget one at a time; +1/4), Cumulative (192 points; +1) (60 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)
[Note: Resonant frequency shatters or shakes apart target]

3u
3) Sonic Blast III
6

Tunneling 1" through 19 DEF material (59 Active Points); Restrainable (-1/2), no Noncombat movement (-1/4), Only In Heroic Identity (-1/4)
[Note: Blast through the wall, floor, or ground.]

2u
4) Sonic Boom
5

Hearing Group Flash 9d6, Area Of Effect (6" Cone; +1) (54 Active Points); No Range (-1/2), Restrainable (-1/2), Limited Power (Must Follow Movement; -1/4), Only In Heroic Identity (-1/4)
[Note: The effect of the Mach cone points back along the route of travel.]

2u
5) Speed Punch Combo
3

Autofire (5 shots; +1/2) for up to 60 Active Points of STR + Martial Art Maneuver (7d6) (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)

3u
6) Punch Them All
6

Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR + Martial Art Maneuver (7d6) (60 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Can also disarm opponents when used with Takeaway or Martial Disarm]

3u
7) Vacuum Vortex
6

Energy Blast 4 1/2d6, Area Of Effect (One Hex; +1/2), No Normal Defense (Does not breathe OR self contained breathing; +1) (57 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) vs PD.
[Note: Suck the air out of target(s) lungs]

2u
8) Deflect/Snatch Bullets
0

Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)

3u
9) Hurricane Handwave
2

Dispel 13d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (58 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)

2u
10) Hurricane Handwave II
6

Flight 12", Ranged (+1/2), Usable As Attack (Defenses Include Flight, Density Increase, Desolidification, and Power Defense; +1) (60 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

1u
11) Helicopter Hover/Treading Air
3

Flight 12", No Turn Mode (+1/4) (30 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Restrainable (-1/2), Concentration (1/2 DCV; -1/4), Only In Heroic Identity (-1/4)

3u
12) Speedster Healing
0

Healing BODY 4d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Self Only (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)

2u
13) Super Cavitation Swimming
4

Swimming +18" (20" total) (x64 Noncombat) (43 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)

2u
14) Running Jump
2

Leaping +13" (24" forward, 5 1/2" upward) (Accurate, x128 Noncombat), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Forward Movement Only (-1), Restrainable (-1/2), Only In Heroic Identity (-1/4)


Subtext Powers

10
1) Quicker Than The Human Eye
2

Invisibility to Sight Group and Normal Hearing (23 Active Points); Restrainable (-1/2), Linked (Super Speed Reflexes; Greater Power is Constant or in use most or all of the time; -1/4), Only In Heroic Identity (-1/4), Limited Power (Does Not Work vs. Rapid Enhanced Senses, High Speed Cameras, etc.; -1/4)


277
Total Powers and Equipment Points












Appearance


Meta-Game



Jet




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Martial Block (4 pts)
1/2
+2
+2
 
Block, Abort

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

Takedown (3 pts)
1/2
+1
+1
 
11d6 Strike; Target Falls

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

Martial Disarm (4 pts)
1/2
-1
+1
 
Disarm; 65 STR to Disarm

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

Legsweep (3 pts)
1/2
+2
-1
 
12d6 Strike, Target Falls

Martial Strike (Punch/Snap Kick) (4 pts)
1/2
+0
+2
 
13d6 Strike

Offensive Strike (Side/Spin Kick) (5 pts)
1/2
-2
+1
 
15d6 Strike

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

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 65 STR to take weapon away




Cost
Name

5
Social Limitation: Secret Identity (Occasionally, Minor)

10
Distinctive Features: Power Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10
Distinctive Features: Inhuman Metabolism (Concealable; Always Noticed and Causes Major Reaction; Detectable By Simple Tests)

20
Psychological Limitation: Code versus Killing (Common, Total)

20
Psychological Limitation: Protects Innocents (Common, Total)

10
Psychological Limitation: Recovering Addict, Gambling [specifically Black Jack and Poker] (Common, Moderate)

10
Vulnerability: 2 x STUN From Unexpected Collisions (Uncommon)

25
Dependent NPC: Sierra Hicks, Teresa Hera Hicks [The hero’s Ex and daughter] and family 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

15
Dependent NPC: Jamie Kressler [Sometime lover, former 12-Step sponsor] 8- (Normal; Unaware of character's adventuring career/Secret ID)

15
Hunted: Islamic Radicals (Fatwah issued for activities in the Middle East. re: Heroic Identity) 8- (As Pow, NCI, Harshly Punish)

10
Hunted: US Military (re: Heroic Identity) 8- (Mo Pow, NCI, Watching)


150
Total Disadvantage Points