“Jet” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
20
13
18
13
13
10
10
10

4
4
2
8
36
32
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

44 Total Characteristics Points




Type
Combat
NonCom

Running

Swimming

H. Leap

V. Leap

Flight
6"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
150
 
Char Cost
44

Dis. Points
150
 
Skill Cost
26

Exp. Points
29
 
Power Cost
259

Total Points
329
 
Total Cost
329



Cost
Name
Roll

20
Martial Arts (Hybrid)
 







26
Total Cost

 

Cost
Power/Equipment
END

Super Speed, all slots Only In Heroic Identity (-1/4), Limited Power (Unified Power: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)

75
1) Running

Running +19" (25" total), x16 Noncombat, Reduced Endurance (0 END; +1/2), Variable Advantage (+1/4 Advantages; Limited Group of Advantages; Usable as Flight (Only Along a Surface) OR Combat Acceleration/Deceleration OR Rapid Noncombat Movement; +1/2) (118 Active Points); Only In Heroic Identity (-1/4), Limited Power (Unified Power: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)
[Note: top speed Mach 1.2]

51
2) Reflexes
0

+2 SPD (Real Cost: 20)
+19 DEX (Real Cost: 57)


23
Super Speed Multipower, 47-point reserve, (47 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2); all slots Only In Heroic Identity (-1/4), Limited Power (Unified: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)

2u
1) Catch/Deflect Projectiles
0

Missile Deflection (Bullets & Shrapnel), Ranged (Can protect others; +1) (30 Active Points); Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 17)
+2 Combat Skill Levels (16 Active Points); Linked (Missile Deflection; -1/2) (Real Cost: 8)

2u
2) Helicopter Movement/Torpedo Movement
2

Flight 6", Position Shift, x8 Noncombat, Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4), Usable Underwater (+1/4) (47 Active Points); Restrainable (must whirl arms or optionally kick feet if under water; -1/2), Only In Heroic Identity (-1/4), Limited Power (Unified: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)
[Note: top speed 172.8 kph (107.4 mph)]

2u
3) Hurricane Handwave/Counter Vibrations
4

Dispel 5d6, Variable Special Effects (Gas/Mist/Smoke OR Fire OR Vibration/Sonic; +1/4), Expanded Effect (Any power of specified Special Effect one at a time; +1/4), Cumulative (+1/2), Area Of Effect (7" Cone; +1) (45 Active Points); Restrainable (must whirl or freely vibrate arm(s) or self; -1/2), Only In Heroic Identity (-1/4), Limited Power (Unified: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)

2u
4) Hurricane Handwave 2
2

Flight 3", x4 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable As Attack (x2 maximum weight per inanimate target; Not effective vs characters with Flight or Density Increase powers; +1 1/4), Variable Advantage (+1 Advantages; Limited Group of Advantages; Area of Effect OR Explosion -5 Active Points/3"; +1 3/4) (47 Active Points); Restrainable (must whirl arms or self; -1/2), Only In Heroic Identity (-1/4), Limited Power (Unified: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)
[Note: Typically 10" Line or 6" Cone; 43.2 kph (26.8 mph)]

2u
5) Stealth at Speed
0

Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Limited Power (Does not work verses those with Super Speed SFX; -1/4), Linked (Running; -1/4), Only In Heroic Identity (-1/4), Limited Power (Unified: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)

1u
6) Updraft/Downdraft
4

Telekinesis (30 STR) (45 Active Points); Limited Power (Only to slow decent of falling targets OR pull down flying/floating targets; Must pass through intervening space; -1), Restrainable (must be free to move in a tight circle; -1/2), Affects Whole Object (-1/4), Only In Heroic Identity (-1/4), Limited Power (Unified: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)

3u
7) Vibration Blast/Sonic Blast
4

Energy Blast 9d6 (45 Active Points); Limited Power (Not usable in or through a vacuum or versus supersonic targets; -1/4), Only In Heroic Identity (-1/4) vs ED.

2u
8) Vibrational Phasing
4

Desolidification (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Only In Heroic Identity (-1/4), Limited Power (Unified: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)


Enhanced Strength, all slots Only In Heroic Identity (-1/4), Limited Power (Unified Power: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)

50
1) Strength
3

+25 STR, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1 Advantages; Limited Group of Advantages; Autofire 10x OR Armor Piercing 2x OR Area of Effect (Two Dimensional); +1 3/4) (75 Active Points); Only In Heroic Identity (-1/4), Limited Power (Unified Power: Negative Adjustment Powers Effect all Enhanced Strength and Super Speed Powers Jointly; -1/4)
[Note: Area of Effect typically Selective or 2X length/radius]

44
2) Durability
0

+21 PD (Real Cost: 21)
+26 ED (Real Cost: 26)
Damage Resistance (20 PD/20 ED) (20 Active Points) (Real Cost: 13)



259
Total Powers and Equipment Points











Jet




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

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

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

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

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

Passing Disarm (5 pts)
1/2
-1
-1
 
Disarm, 55 STR to Disarm; FMove



Cost
Name

10
Social Limitation: Secret Identity (Occasionally; Major)


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

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

10
Distinctive Features: Inhuman Eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)


20
Psychological Limitation: Code vs. Killing (Common; Total)

20
Psychological Limitation: Protects Innocents (Common; Total)


20
Dependent NPC: Theresa Hera Hicks [Daughter, toddler] 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

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


20
Hunted: Special Agent Nathaniel Hicks, FBI [Daughter's maternal grandfather. Civilian identity] and Gena Marie Hicks, J.D. [Daughter's mother/Ex-lover. Civilian identity] 8- (As Pow; NCI; PC very easy to find; Harshly Punish)

15
Hunted: Million dollar price on his head by Organized Crime (Open "contract" hit for in-costume activities. Heroic Identity) 8- (As Pow; NCI; Harshly Punish)


150
Total Disadvantage Points