“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
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  328 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
600
 
Char Cost
328

Dis. Points
150
 
Skill Cost
133

Exp. Points
0
 
Power Cost
289

Total Points
750
 
Total Cost
750



Cost
Name
Roll

53
Martial Arts (Hybrid)
 


















Talents





133
Total Cost

 

Cost
Power/Equipment
END

114
Meta-Human Speed Multipower, 114-point reserve

11u
1) Speed Running
4

Running +30" (36" total), Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4), Usable As Flight (Only Along A Surface; +1/4) (114 Active Points)

2u
2) Running Jump
5

Leaping +25" (36" forward, 5 1/2" upward) (Accurate, x32 Noncombat) (50 Active Points); Forward Movement Only (-1)

1u
3) Super Cavitation Swimming
12

Swimming +34" (36" total) (34 Active Points); Increased Endurance Cost (x4 END; -1 1/2)

2u
4) Create Vortex
9

Telekinesis (60 STR) (90 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)
[Note: Movement in a tight circle to cushion falling target(s) or pull down flying target(s)]


33
Amazing Feats Multipower, 50-point reserve, (50 Active Points); all slots Restrainable (-1/2)

2u
1) Quasi-Sonic Blast
5

Energy Blast 5 1/2d6, Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4) (49 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) vs ED.
[Note: Propagates as sound, but is actually an inertial, rather than kinetic, energy wave.]

2u
2) Speed Punch Combo
3

Autofire (5 shots; +1/2) for up to 68 Active Points of STR as Hand-To-Hand including Martial Arts (34 Active Points); Restrainable (-1/2)

3u
3) Punch Them All
5

Area Of Effect (up to 5" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 50 Active Points of STR as Hand-To-Hand including Martial Arts (50 Active Points); Restrainable (-1/2)

3u
4) Vacuum Vortex
4

Area Of Effect (up to One Hex; +1/2), No Normal Defense (Does not breathe OR self contained breathing; +1) for up to 30 Active Points of STR (6d6) (45 Active Points); Restrainable (-1/2)
[Note: Suck the air out of target(s) lungs]

2u
5) Deflect/Snatch Bullets
0

Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2)

2u
6) Harmonic Vibration Escape
3

Dispel Entangle 7d6, Cumulative (+1/2) (31 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) vs Entangle.

2u
7) I'll Take Those
5

Area Of Effect (up to 8" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) for up to 40 Active Points of STR (50 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2)

3u
8) Ground Harmonics Shock Wave
4

Only Does Knockdown, No Knockback (+0), Area Of Effect (up to 6" Cone; +1), Two-Dimensional (-1/4), NND (Not Standing On The Ground; +1) for up to 25 Active Points of STR (5d6) (44 Active Points); Restrainable (-1/2)

3u
9) Hurricane Handwave
2

Dispel 11d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (49 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4)

2u
10) Hurricane Handwave II
5

Flight 15", x8 Noncombat, Limited Power (Only Noncombat Movement; +0), Usable By Other (+1/4) (50 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2)

2u
11) Speedster Healing
0

Healing 2 1/2d6, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Self Only (-1/2), Restrainable (Only by means other than Grabs and Entangles; Specific Ultrasonic Frequency; -1/4)

1u
12) Helicopter Hover/Treading Air
15

Flight 12", No Turn Mode (+1/4) (30 Active Points); Increased Endurance Cost (x5 END; -2), Gestures, Requires Gestures throughout (Requires both hands; -1), Restrainable (-1/2), Concentration (1/2 DCV; -1/4)

2u
13) Long Distance Running
4

x64 Noncombat (Naked Adder; +0) (44 Active Points); Restrainable (-1/2) applied to Running


Meta-Human Physique

30
1) Bullet Proof
0

Damage Resistance (30 PD/30 ED)

15
2) Rapid Senses
0

Rapid ( x1,000) with Sight Group

15
3) Altered Physiology
0

LS (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

18
4) Speedster Recuperation
0

Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)


Subtext Powers

9
1) Too Fast To See
4

Invisibility to Sight Group (20 Active Points); Linked (Speed Running; -1/2), Increased Endurance Cost (x2 END; -1/2), Limited Power (Does Not Work versus “Rapid” Advantaged Senses; -1/4)

10
2) Fast Assessment
0

Find Weakness 11- with Quasi-Sonic Blast


289
Total Powers and Equipment Points










Appearance



Jet




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Flying Dodge (5 pts)
1/2
--
+4
 
Dodge All Attacks, Abort; FMove

Legsweep (3 pts)
1/2
+2
-1
 
14d6 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

Martial Strike (4 pts)
1/2
+0
+2
 
15d6 Strike

Offensive Strike (5 pts)
1/2
-2
+1
 
17d6 Strike

Passing Disarm (5 pts)
1/2
-1
-1
 
Disarm, 75 STR to Disarm; FMove

Passing Strike (5 pts)
1/2
+1
+0
 
13d6 +v/5; FMove

Passing Throw (5 pts)
1/2
+0
+0
 
13d6 +v/5; Target Falls; FMove

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 75 STR to take weapon away

+2 HTH Damage Class(es)




Cost
Name

5
Distinctive Features: Inhuman Eyes (glow during extreme exertion) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

5
Distinctive Features: Power Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

25
Hunted: Intelligence Community Factions 11- (Mo Pow, NCI, Capture)

25
Hunted: Radical Islamists 11- (Mo Pow, NCI, Harshly Punish)

20
Psychological Limitation: Code of Honor (Keeps his word, Won’t fail those dependent upon him) (Common, Total)

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

20
Psychological Limitation: Protects Innocents (Common, Total)

10
Social Limitation: Secret Identity (Occasionally, Major)

10
Unluck: 2d6


150
Total Disadvantage Points