“Jet” 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
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  89 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
100
 
Char Cost
89

Dis. Points
290
 
Skill Cost
66

Exp. Points
17
 
Power Cost
250

Total Points
407
 
Total Cost
405



Cost
Name
Roll

39
Martial Arts (Jujitsu)
 









66
Total Cost

 

Cost
Power/Equipment
END

14
Inertial Power Matrix Elemental Control, 36-point powers, (18 Active Points); all slots Only In Heroic Identity (-1/4)

14
1) Strength
3

+35 STR (35 Active Points); Only In Heroic Identity (-1/4)

14
2) Dexterity

+12 DEX (36 Active Points); Only In Heroic Identity (-1/4)

14
3) Constitution

+18 CON (36 Active Points); Only In Heroic Identity (-1/4)

18
4) Speed

+4 SPD (40 Active Points); Only In Heroic Identity (-1/4)

14
5) Armor
0

Armor (12 PD/12 ED) (36 Active Points); Only In Heroic Identity (-1/4)

41
6) Running
3

Running +20" (26" total), combat acceleration/deceleration (+1/4), Usable As Flight (+1/4), Reduced Endurance (1/2 END; +1/4) (79 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 61)
Partial Limitation: ; Only When In Contact With A Surface (-1/4) for up to 13 Active Points of "Useable As Flight" Advantage Active Points (-2 Active Points); Only In Heroic Identity (-1/4) (Real Cost: -1)


Derived Abilities, all slots Only In Heroic Identity (-1/4)

4
1) Disciplined Mind
0

Mental Defense (5 points plus (EGO/5)) (7 points total) (5 Active Points); Only In Heroic Identity (-1/4)

2
2) Tough Hide 1

+3 PD (3 Active Points); Only In Heroic Identity (-1/4)

5
3) Tough Hide 2

+6 ED (6 Active Points); Only In Heroic Identity (-1/4)

5
4) Great Endurance

+12 END (6 Active Points); Only In Heroic Identity (-1/4)

6
5) Quick Recovery

+4 REC (8 Active Points); Only In Heroic Identity (-1/4)

0
6) Ominous Visage

+0 PRE; Only In Heroic Identity (-1/4)
[Note: Placeholder for future experience points]


57
Speedster Moves Multipower, 71-point reserve, (71 Active Points); all slots Only In Heroic Identity (-1/4)

3u
1) Compressed Air Punch
6

Energy Blast 12d6, STUN Only (+0) (60 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) vs PD.

2u
2) Speed Punch Combo
0

Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2); Hand-To-Hand (-1/2) for up to 75 Active Points of STR as Hand-To-Hand including Martial Arts (25 Active Points); Only In Heroic Identity (-1/4)

3u
3) Punch Them All
4

Area Of Effect (up to 8" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) for up to 35 Active Points of Hand-To-Hand Attacks (44 Active Points); Only In Heroic Identity (-1/4)

3u
4) Sonic Blast
7

Energy Blast 14d6 (70 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4) vs ED.

3u
5) Ground Harmonics Shock Wave
7

Energy Blast 8d6, Only does Knockdown, Not Knockback (+0), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; +0), Area Of Effect (9" Cone; +1), Two-Dimensional (-1/4) (70 Active Points); No Range (-1/2), Only On Appropriate Terrain (paved surfaces, rocky ground, or within structures; -1/2), Only In Heroic Identity (-1/4) vs PD.

3u
6) Vacuum Vortex
4

Area Of Effect (up to 2" radius; +3/4), No Normal Defense (Does not breathe OR self contained breathing; +1), Continuous (+1); Restrainable (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) for up to 35 Active Points of STR (3 1/2d6) (40 Active Points); Only In Heroic Identity (-1/4)

2u
7) Create Vortex
6

Telekinesis (40 STR) (60 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)

3u
8) Hurricane Handwave
3

Dispel 15d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (67 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)

2u
9) Hurricane Handwave II
3

Energy Blast 7d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (70 Active Points); Limited Power (Only Does Knockback; -1), Restrainable (-1/2), Limited Range (30"; -1/4), Only In Heroic Identity (-1/4) vs PD.

3u
10) Deflect Bullets
6

Fast Intercept: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2) (Real Cost: 8)
Skillful Intercept: +11 Deflect Bullets (55 Active Points); Costs Endurance (-1/2), Linked (Fast Intercept; -1/4) (Real Cost: 27)

4u
11) Speedster Healing
0

Healing 4d6, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Self Only (-1/2), Only In Heroic Identity (-1/4)

3u
12) Speed Swimming
4

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

5u
13) Distance Running
4

Top Speed: Running 0" (26" total), Custom Adder, x64 Noncombat (Real Cost: 44)
Too Fast To Hit: +5 Noncombat Running (25 Active Points) (Real Cost: 20)
[Note: x64 Noncombat Adder to 26" Running. [Rules state: cost of a Naked Adder equals the cost of the power with the adder minus the cost without.]]

3u
14) Adrenaline and Determination
0

Aid 2d6, Can Add Maximum Of 16 Points, any Characteristic one at a time (+1/4), Continuous (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger, Two activation conditions apply simultaneously; Activates start of the second and later Turns of combat OR after losing 20 STUN or more in any one phase; +1) (71 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Eyes crackle with energy, negates Stealth skill; -1/2), Only In Heroic Identity (-1/4)


250
Total Powers and Equipment Points












Meta-Game:


Appearance:



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

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

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

 


Cost
Name

15
Social Limitation: Secret Identity (Frequently, Major)
[Note: Only In Hero ID (OIHID) -- Transformation into Jet takes about 1 second.]

10
Social Limitation: hiding gambling debts to criminals from his ex-lover and her lawyers (Occasionally, Major)

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)

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

10
Distinctive Features: Black Iridescent Skin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

20
Psychological Limitation: Protects Innocents (Common, Total)

20
Psychological Limitation: Honorable [Won't consider failing those who depend on him] (Common, Total)

15
Psychological Limitation: Addiction [specifically Black Jack and Poker] (Common, Strong)

10
Physical Limitation: Addicted to anti-depressants (Frequently, Slightly Impairing)

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

15
Dependent NPC: James Alan Franklin [Father, disabled, retired] 11- (Incompetent; Useful Noncombat Position or Skills)

15
Dependent NPC: Theresa Hera Hicks [Daughter, toddler] 11- (Incompetent; Useful Noncombat Position or Skills)

15
Dependent NPC: Jamie Kressler [Sometime lover, upstairs neighbor, former 12-Step sponsor] 11- (Normal)

15
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] 11- (Less Pow, NCI, Harshly Punish)

20
Hunted: Organized Crime (Open Million dollar "contract" hit for in-costume activities. Heroic Identity), 11- (As Pow, NCI, Harshly Punish)

20
Hunted: Islamic Radicals (Fatwah issued for in-costume activities in the Middle East. Heroic Identity) 11- (As Pow, NCI, Harshly Punish)

20
Hunted: Organized Crime (Gambling debts incurred in Las Vegas and Atlantic City. Civilian identity) 11- (As Pow, NCI, Harshly Punish)

10
Campaign Bonus


290
Total Disadvantage Points