“Trinity” 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
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  131 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

Flight
25"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
600
 
Char Cost
131

Dis. Points
200
 
Skill Cost
148

Exp. Points
100
 
Power Cost
621

Total Points
900
 
Total Cost
900



Cost
Name
Roll

71
Martial Arts (Kung Fu)
 




















Perks



Talents



148
Total Cost

 

Cost
Power/Equipment
END

56
Powers of The Trinity Elemental Control, 140-point powers, (70 Active Points); all slots OIHID (-1/4)

56
1) Air: Speed
0

Flight 25", Position Shift, x64 Noncombat, combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (140 Active Points); OIHID (-1/4)

56
2) Fire & Air: Defense
0

EB 8 1/2d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (140 Active Points); OIHID (-1/4) vs ED.

56
3) Air & Ice: Defense
0

FF (30 PD/30 ED/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (140 Active Points); OIHID (-1/4)

56
4) Elemental Blasts Yin
14

EB 11d6, Variable Special Effects (Limited Group of SFX; Fire/Heat OR Ice/Cold OR Air/Wind; +1/4), Armor Piercing (+1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Reduced END-0 END OR Affects Desolid OR NND-LS vs. SFX-Heat, Cold, or Self-contained breathing; +3/4) (137 Active Points); OIHID (-1/4) vs ED.

56
5) Elemental Blasts Yang
14

EB 11d6, Variable Special Effects (Limited Group of SFX; Fire/Heat OR Ice/Cold OR Air/Wind; +1/4), Armor Piercing (+1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Reduced END-0 END OR Affects Desolid OR NND-LS vs. SFX-Heat, Cold, or Self-contained breathing; +3/4) (137 Active Points); OIHID (-1/4) vs ED.


48
Elementary Applications Multipower, 60-point reserve, (60 Active Points); all slots Only In Heroic Identity (-1/4)

4u
1) Point Defense
0

Missile Deflection (Any Ranged Attack), Variable Special Effects (Fire/Heat OR Ice/Cold OR Air/Wind; +1/4), No Range Modifier (+1/2), Full Range (+1) (55 Active Points); Only In Heroic Identity (-1/4)

3u
2) Elemental Hand
4

Telekinesis (23 STR), Variable Special Effects (FIre OR Ice OR Wind; +1/4) (43 Active Points); Only In Heroic Identity (-1/4)

4u
3) Burn Through
6

Tunneling 1" through 19 DEF material (59 Active Points); no Noncombat movement (-1/4), Only In Heroic Identity (-1/4)

3u
4) Douse Flame
2

Dispel Fire/Heat 15d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) vs Fire/Heat.

2u
5) Star Bright
[3]

Sight Group Flash 4d6, Personal Immunity (+1/4), Armor Piercing (+1/2), Explosion (-1 DC/3"; +1) (55 Active Points); 3 Charges (-1 1/4), No Range (-1/2), Only In Heroic Identity (-1/4)

2u
6) Hot Zone
[3 cc]

Change Environment 8" radius, +14 Temperature Level Adjustment, Side Effect (Flammables in vicinity may ignite; +0) (59 Active Points); No Range (-1/2), 3 Continuing Charges lasting 1 Minute each (-1/2), Explosion (-1/4), Only In Heroic Identity (-1/4)

2u
7) Frigid Zone
[3 cc]

Change Environment 8" radius, -14 Temperature Level Adjustment, Side Effect (Fluids & flora in vicinity may freeze; +0) (59 Active Points); No Range (-1/2), 3 Continuing Charges lasting 1 Minute each (-1/2), Explosion (-1/4), Only In Heroic Identity (-1/4)

2u
8) Ice Sheet
[3 cc]

Change Environment (create Ice sheet, DEX roll to move on) 8" radius, -11 to Characteristic Roll or Skill Roll (50 Active Points); 3 Continuing Charges lasting 1 Minute each (-1/2), Only Affects Characters Moving On The Ground (-1/4), Only In Heroic Identity (-1/4)

4u
9) Icy Bonds
[12]

Entangle 6d6, 6 DEF (60 Active Points); 12 Charges (-1/4), Only In Heroic Identity (-1/4)

3u
10) Hurricane Winds
2

Dispel 12d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (54 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)

1u
11) Hurricane Winds II
3

Flight 9", x8 Noncombat, Limited Power (Only Noncombat Movement; +0), Usable By Other (+1/4) (35 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Only In Heroic Identity (-1/4)

1u
12) Create Vortex
[6 cc]

Telekinesis (40 STR) (60 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), 6 Continuing Charges lasting 1 Turn each (-1/4), Only In Heroic Identity (-1/4)
[Note: Air column to cushion falling target(s) or vaccuum to pull down flying target(s)]


Subtext Powers

80
1) Strong
1

+25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIHID (-1/4) (Real Cost: 25)
+10 CON (20 Active Points); OIHID (-1/4) (Real Cost: 16)
+18 REC (36 Active Points); OIHID (-1/4) (Real Cost: 29)
+25 END (13 Active Points); OIHID (-1/4) (Real Cost: 10)

26
2) Tough
0

+13 PD, Hardened (+1/4) (16 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 13)
+14 ED, Hardened (+1/4) (18 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 13)

39
3) Fast
0

+10 INT (10 Active Points); OIHID (-1/4) (Real Cost: 8)
+13 DEX (39 Active Points); OIHID (-1/4) (Real Cost: 31)

48
4) Hardy
0

LS (Eating: Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year)

13
5) Resilient
0

Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4)


621
Total Powers and Equipment Points













 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Counterstrike (4 pts)
1/2
+2
+2
 
6d6 / 11d6 Strike, Must Follow Block

Defensive Block (5 pts)
1/2
+1
+3
 
Block, Abort

Fast Strike (4 pts)
1/2
+2
+0
 
6d6 / 11d6 Strike

Grappling Block (5 pts)
1/2
+1
+1
 
Grab One Limb, Block

Killing Strike (4 pts)
1/2
-2
+0
 
HKA 1 1/2d6 / HKA 2d6

Legsweep (3 pts)
1/2
+2
-1
 
5d6 / 10d6 Strike, Target Falls

Martial Disarm (4 pts)
1/2
-1
+1
 
Disarm; 30 STR / 55 STR to Disarm

Martial Escape (4 pts)
1/2
+0
+0
 
35 STR / 60 STR vs. Grabs

Nerve Strike (4 pts)
1/2
-1
+1
 
3d6 NND

Passing Strike (5 pts)
1/2
+1
+0
 
4d6 / 9d6 +v/5; FMove

Sacrifice Strike (5 pts)
1/2
+1
-2
 
8d6 / 13d6 Strike

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 30 STR / 55 STR to take weapon away

Takedown (3 pts)
1/2
+1
+1
 
4d6 / 9d6 Strike; Target Falls

Weapon Bind (4 pts)
1/2
+1
+0
 
Bind, 30 STR / 55 STR

+2 HTH Damage Class(es)

Weapon Element: Blades, Karate Weapons, Ninja Weapons, Staffs




Cost
Name

200
Disadvantages


200
Total Disadvantage Points