“Jet” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
10
14
15
15
23
20
20
23

2
3
2
5
30
28
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

92 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
2"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
600
 
Char Cost
92

Dis. Points
0
 
Skill Cost
175

Exp. Points
300
 
Power Cost
633

Total Points
900
 
Total Cost
900



Cost
Name
Roll

66
Martial Arts (Hybrid)
 


























 
Perks



 
Talents




175
Total Cost

 

Cost
Power/Equipment
END

Super Speed, all slots Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)

164
1) Running

Running +19" (25" total), x128 Noncombat, Usable As Flight (Only Along A Surface; +1/4), Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) (208 Active Points); Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)

119
2) Reflexes
0

+21 DEX (Real Cost: 63)
Rapid ( x1,000,000) with Normal Sight and Normal Touch (36 Active Points) (Real Cost: 29)
+5 SPD (Real Cost: 50)

4
3) Quick To Recover

+1 SPD (10 Active Points); Limited Power (Only To Take Recoveries, Phase 7; -1), Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)

28
4) Too Fast To See
0

Invisibility to Sight and Hearing Groups and Detect , No Fringe, Reduced Endurance (0 END; +1/2) (57 Active Points); Linked (Running; Greater Power is Constant or in use most or all of the time; -1/4), Limited Power (Does Not Work Versus Rapid Advantaged Senses; -1/4), Limited Power (Only At Non-Combat Velocity; -1/4), Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Speed Powers Jointly ; -1/4)


Super Strength, all slots Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Strength Powers Jointly ; -1/4)

44
1) Strength
2

+45 STR, Reduced Endurance (1/2 END; +1/4) (58 Active Points); Limited Power (Unified Power: Negative Adjustment Powers Affect All Super Strength Powers Jointly ; -1/4) (Modifiers affect Base Characteristic)

90
2) Resilience
0

+30 CON (Real Cost: 60)
+10 REC (Real Cost: 20)
+20 STUN (Real Cost: 20)
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), Self Only (-1/2) (Real Cost: 10)

64
3) Resistence
0

Armor (18 PD/18 ED), Hardened (+1/4) (67 Active Points) (Real Cost: 54)
+5 PD (Real Cost: 5)
+8 ED (Real Cost: 8)


Subtext

37
1) Meta-Human Metabolism
0

Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; 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; Sleeping: Character only has to sleep 8 hours per week)

16
2) Impressive

+20 PRE (20 Active Points); Only In Heroic Identity (-1/4)


34
Speedster Moves Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

2u
1) Speed Punch Combo
3

Autofire (5 shots; +1/2) for up to 60 Active Points of STR + Martial Art Maneuver (30 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

2u
2) Sonic Blast
6

Energy Blast 12d6 (60 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), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4) vs ED.
[Note: Propagates as sound, but is actually an inertial, rather than kinetic, energy wave.]

2u
3) Sonic Blast II
2

Dispel 8d6, Reduced Endurance (1/2 END; +1/4), Expanded Effect (any Object/Gadget one at a time; +1/4), Cumulative (192 points; +1) (60 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), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Resonant frequency shatters or shakes apart target]

3u
4) Sonic Blast III
6

Tunneling 1" through 19 DEF material (59 Active Points); Restrainable (-1/2), no Noncombat movement (-1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Blast through the wall, floor, or ground.]

3u
5) Punch Them All
6

Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR + Martial Art Maneuver (60 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

2u
6) Downdraft/Updraft Vortex
6

Telekinesis (40 STR) (60 Active Points); Limited Power (Only To Pull Flying Target Down Or Slow Falling Target; -1), Restrainable (-1/2), Affects Whole Object (-1/4), Must Pass Through Intervening Space (-1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Cushion falling target(s) or pull down flying target(s)]

3u
7) Vacuum Vortex
6

Area Of Effect (up to One Hex; +1/2), No Normal Defense (Does not breathe OR self contained breathing; +1) for up to 40 Active Points of STR (8d6) (60 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Suck the air out of target(s) lungs]

2u
8) Deflect/Snatch Bullets
0

Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

2u
9) I'll Take Those
6

Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR + Takeaway (60 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

3u
10) Hurricane Handwave
2

Dispel 13d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (58 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

2u
11) Hurricane Handwave II
6

Flight 15", Limited Power (Only Noncombat Movement; +0), Usable As Attack (+1) (60 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

3u
12) Speedster Healing
0

Healing 3d6+1, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (58 Active Points); Self Only (-1/2), Restrainable (Only by means other than Grabs and Entangles; Specific Ultrasonic Frequency; -1/4), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

2u
13) Vibratory Intangiblity
4

Desolidification (affected by Force Fields/Walls/Beams) (40 Active Points); Restrainable (Force or Ultrasonic SFX Grabs, Entangles; -1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)

2u
14) Flight and Swimming
6

Flight 2", x256 Noncombat, Usable As Swimming (+1/4), rapid Noncombat movement (Mach 2.5 in 8 Phases; +1/4) (58 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Restrainable (Containment or Bulky Encumbrance Disrupting Airflow; -1/2), Conditional Power (Does Not Function While Negative Adjustment Power Affects Super Speed; -1/4)
[Note: Manipulates the velocity of the surrounding air, water, etc., to create thrust. Mach 2.5 in 9 seconds (8 Phases); acceleration: 1024 meters per second/Phase.]


633
Total Powers and Equipment Points









 

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; 3d6 NND

Takedown (3 pts)
1/2
+1
+1
 
13d6 Strike; Target Falls

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

Martial Grab (Joint Lock) (3 pts)
1/2
-1
-1
 
Grab Two Limbs, 75 STR for holding on

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

Legsweep (3 pts)
1/2
+2
-1
 
14d6 Strike, Target Falls

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

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

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

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

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

+2 HTH Damage Class(es)




Cost
Name


0
Total Disadvantage Points