“Wet Work” 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
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  99 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
99

Dis. Points
150
 
Skill Cost
99

Exp. Points
100
 
Power Cost
252

Total Points
450
 
Total Cost
450



Cost
Name
Roll

10
Martial Arts (Marksmanship)
 

9

4

12

3

3

3

1

13

9

9

9

2

2


1

6


3


99
Total Cost

 

Cost
Power/Equipment
END

18
Meta-Human Physique Elemental Control, 36-point powers

15
1) Fluid Form
4

Desolidification (affected by Freezing) (40 Active Points); Cannot Pass Through Solid Objects (-1/2)

10
2) Master of Disguise
4

Shape Shift (Sight, Touch and Hearing Groups, limited group of shapes), Imitation (36 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4)

19
3) Fluid Reach
0

Stretching 5", Reduced Endurance (0 END; +1/2) (37 Active Points)

18
4) Like Water Off a Duck's Back
0

Armor (12 PD/12 ED) (36 Active Points)

18
5) Swims Like a Torpedo

Swimming +20" (22" total), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (36 Active Points)


Altered Metabolisim

4
1) Won't Drown
0

Life Support (Expanded Breathing; Extended Breathing: 1 END per Turn) (6 Active Points); Linked (Fluid Form; -1/2)

7
2) Won't Run Dry

+22 END (11 Active Points); Linked (Fluid Form; -1/2)


Lizzie (Silenced Glock 17L), all slots OAF (-1)

6
1) 9mm Hollow Point Ammunition
[17]

Killing Attack - Ranged 1d6+1 (20 Active Points); 2 clips of 17 Charges (-1 1/2), OAF (-1) vs PD.

5
2) Silencer
0

Invisibility to Hearing Group , Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Linked (9mm Hollow Point Ammunition; -1/2), Bright Fringe (-1/4)


132
Water Tricks Variable Power Pool, 80 base + 52 control cost, Cosmic (+2); all slots Reduced Endurance (1/2 END; +1/4) (210 Active Points); Limited Class Of Powers Available Very Limited (Only Water Tricks; -1); all slots Limited Power (Affected by freezing temperatures; -1/4), Limited Power (May only be used while in fluid form; -1/4)

0
1) Can Hurt You
4

Indirect (Same origin, always fired away from attacker; +1/4), Affects Physical World (+2) for up to 35 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (99 Active Points); Visible (Made of water; -1/4), Limited Power (Affected by freezing temperatures; -1/4), Limited Power (May only be used while in fluid form; -1/4) Real Cost: 56
[Note: Strength can be used even while fluid (desolid)]

0
2) Dehydrate
3

Drain BODY 1 1/2d6, Reduced Endurance (1/2 END; +1/4), Continuous (+1), No Normal Defense (Watertight/Hermetically Sealed Clothing; +1), Affects Physical World (+2) (79 Active Points); Visible (Column of water; -1/4), Limited Power (Affected by freezing temperatures; -1/4), Limited Power (May only be used while in fluid form; -1/4) Real Cost: 45 vs BODY.
[Note: Absorb the water from target's body]

0
3) Drown
3

Killing Attack - Hand-To-Hand 1d6 (1d6 / 1d6+1 w/STR), Indirect (Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4), Continuous (+1), Affects Physical World (+2) (67 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2), No Knockback (-1/4), Limited Power (Affected by freezing temperatures; -1/4), Limited Power (May only be used while in fluid form; -1/4) Real Cost: 30 vs PD.
[Note: Reach into target's lungs and wait]

0
4) Whirlpool
3

Drain STUN 1 1/2d6, Reduced Endurance (1/2 END; +1/4), Continuous (+1), No Normal Defense (Hold on to stationary object; +1), Affects Physical World (+2) (79 Active Points); Visible (Column of water; -1/4), Limited Power (Affected by freezing temperatures; -1/4), Limited Power (May only be used while in fluid form; -1/4) Real Cost: 45 vs STUN.
[Note: Engulf and spin target like a top]

0
5) Water Giant
1

Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 2,496 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (1/2 END; +1/4) (31 Active Points); Limited Power (Requires access to water; -1/4) Real Cost: 25

0
6) Water Blast
4

Energy Blast 4d6, Reduced Endurance (1/2 END; +1/4), Continuous (+1), Affects Physical World (+2) (85 Active Points); Visible (Column of water; -1/4), Limited Range (50"; -1/4), Limited Power (Affected by freezing temperatures; -1/4), Limited Power (May only be used while in fluid form; -1/4) Real Cost: 42 vs PD.

0
7) Water Refreshing
0

Healing END 5d6+1, Reduced Endurance (0 END; +1/2) (79 Active Points); Self Only (-1/2), Limited Power (Requires access to water; -1/4) Real Cost: 45

0
8) Water Healing
4

Healing BODY 7 1/2d6, Can Heal Limbs, Reduced Endurance (1/2 END; +1/4) (100 Active Points); Self Only (-1/2), Limited Power (Requires access to water; -1/4) Real Cost: 57


252
Total Powers and Equipment Points

















 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Offensive Shot (4 pts)
1/2
-1
-1
 
Strike, +4 DC

Quick Shot (4 pts)
1/2
+1
+0
 
Strike, +2 DC

Weapon Element: Handguns, Rifles

 


Cost
Name

150
Disadvantages


150
Total Disadvantage Points