“Daedalus” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
80
23
80
20
33
23
18
18

16
16
3
32
160
100
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

442 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
100"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
3000
 
Char Cost
442

Dis. Points
0
 
Skill Cost
239

Exp. Points
0
 
Power Cost
2319

Total Points
3000
 
Total Cost
3000



Cost
Name
Roll






































 
Perks





 
Talents





239
Total Cost

 

Cost
Power/Equipment
END

Armored Form, all slots Only In Heroic Identity (-1/4)

34
1) Exoskeleton: Strength

+40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4)

216
2) Exoskeleton: Strength II
0

Armor Piercing (x3; +1 1/2) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2) (270 Active Points); Only In Heroic Identity (-1/4)

273
3) Exoskeleton: Armor
0

Armor (25 PD/25 ED), Hardened (x3; +3/4) (131 Active Points) (Real Cost: 105)
Physical Damage Reduction, Resistant, 75%, Hardened (x3; +3/4) (105 Active Points) (Real Cost: 84)
Energy Damage Reduction, Resistant, 75%, Hardened (x3; +3/4) (105 Active Points) (Real Cost: 84)

392
4) Exoskeleton: Thrusters
21

Flight 100", Position Shift, x512 Noncombat, Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4), Variable Advantage (+1/4 Advantages; Reduced to 0 END ORcombat acceleration/deceleration OR rapid non-combat movement OR Usable as Swimming/Tunneling/FTL; +1/2) (490 Active Points); Only In Heroic Identity (-1/4)

400
5) Exoskeleton: Beam Projectors
22

Energy Blast 40d6, Reduced Endurance (1/2 END; +1/4), No Range Modifier (via nanite targeting A.I. assist; +1/2), Double Knockback (+3/4) (500 Active Points); Only In Heroic Identity (-1/4) vs ED.
[Note: A force beam projector configured upon each armored hand]


621
Exoskeleton: Nanite Constructs & Brick Tricks Variable Power Pool (Gadget Pool), 335 base + 286 control cost, Cosmic (+2) (836 Active Points); Visible (gadgets are external and change form as function changes, exoskeletal muscles enlarge for Brick Tricks; -1/4), Only In Heroic Identity (Armored Form required; -1/4), Limited Class Of Powers Available Slightly Limited (Brick Tricks and Gadgets from nanites morphing the Exoskeleton; -1/4)

0
1) Impeller Beam
0

Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) for up to 200 Active Points of Exoskeleton: Beam Projectors (300 Active Points) Real Cost: 300
[Note: 40d6 vs ED, Dbl KB, No Range Modifiers w/2x AP at 0 END]

0
2) Impeller Beam, Multiple Target Lock
0

Reduced Endurance (0 END; +1/2), Area Of Effect (up to 20" Radius; +1) for up to 200 Active Points of Exoskeleton: Beam Projectors (300 Active Points) Real Cost: 300
[Note: 40d6 vs ED, Dbl KB, No Range Modifiers w/20" radius or 41" Cone or 80" Line AE at 0 END]

0
3) Basic (Passive) Sensor Suite, Full Deploy
0

+12 PER with Sight Group, Hearing Group and High Range Radio Perception (Real Cost: 60)
+24 versus Range Modifier for Sight Group, Hearing Group and Radio Group (Real Cost: 108)
Microscopic ( x100) with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Analyze with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Discriminatory with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Increased Arc Of Perception (360 Degrees) with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Tracking with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Infrared Perception (Sight Group) (Real Cost: 5)
Ultraviolet Perception (Sight Group) (Real Cost: 5)
Ultrasonic Perception (Hearing Group) (Real Cost: 3)
[Note: Includes enhanced normal sight and hearing as well as passive RADAR, SONAR, and LIDAR]

0
4) Nano-Mesh Containment Casing
[16]

Entangle 12d6, 12 DEF, 16 Charges (+0), Backlash (+1/2) (180 Active Points) Real Cost: 180

0
5) Nano-Mesh Net
[16]

Entangle 12d6, 12 DEF, 16 Charges (+0), Takes No Damage From Attacks (+1/2) (180 Active Points) Real Cost: 180

0
6) Shoulder Launcher: Micro-Missiles
[16]

Killing Attack - Ranged 9d6-1, 16 Charges (+0), Indirect (+1/4), Autofire (3 shots; +1/4), Armor Piercing (x2; +1) (325 Active Points) Real Cost: 325 vs ED.

0
7) Physical Analysis/Chromatograph
0

Detect Physical Composition A Large Class Of Things 16-/28- (Unusual Group), Discriminatory, Analyze, Microscopic: x10,000,000, Range, Sense, Telescopic: +14, Tracking (60 Active Points) Real Cost: 60

0
8) Stealth Mode/Cloak
0

Invisibility to Sight, Hearing, Radio, Mental and Smell/Taste Groups, Detect and Danger Sense , No Fringe, Reduced Endurance (0 END; +1/2) (87 Active Points); Extra Time (Delayed Phase, -1/4) Real Cost: 70

0
9) Stealth Hack
30

Telepathy 20d6 (Machine class of minds), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (480 points; +1) (300 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 109
[Note: Able to secretly access data of electronic systems, manipulate their data, implant or influence their programming, etc.]

0
10) Virus
30

Mind Control 30d6 (Machine class of minds), Cumulative (720 points; +1) (300 Active Points) Real Cost: 300 vs Machine.
[Note: Take control of electronic and cybernetic systems]

0
11) Brutal Flurry
0

Hand-To-Hand Attack +10d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1), Armor Piercing (x3; +1 1/2) (225 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 150
[Note: Batter a target with blow after unanswered blow]

0
12) Lift it Whole
0

MegaScale (1" = 1 km; +1/4), Area Of Effect (up to One Hex; +1/2) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2), Continuous (+1) (225 Active Points); Limited Power (Only to lift/move large objects intact; -1) Real Cost: 112
[Note: Keep large structures intact while moving them via nanite field effects]

0
13) Seismic Strike
0

Explosion (Line; -1 DC/3"; +1/2), Double Knockback (+3/4) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2) (225 Active Points); Limited Power (Only affects targets on the ground; -1/4) Real Cost: 180
[Note: Punch or stomp the ground to damage and hurl targets back]

0
14) Stratospheric Punch/Throw
0

MegaScale (1" = 1 km; +1/4) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2) (45 Active Points); Limited Power (Only Affects Knockback/Throwing Distance; -1/2) Real Cost: 30
[Note: Send the target sailing through the air]

0
15) Super Strength Smash Through
0

Tunneling 1" through 24 DEF material, Reduced Endurance (0 END; +1/2), Trigger (a Zero Phase Action, resets automatically, immediately; +3/4) (166 Active Points); no Noncombat movement (-1/4) Real Cost: 133
[Note: Smash through a wall, floor, etc.]

0
16) Thunderclap
0

Hearing Group Flash 20d6, Personal Immunity (+1/4), Does Knockback (+1/4), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4), Explosion (-1 DC/3"; +1) (225 Active Points); No Range (-1/2), Restrainable (-1/2) Real Cost: 112
[Note: Deafen and scatter surrounding foes]


Common to Project Members

229
1) Evolved Physiology
0

Life Support (Eating: Character only has to eat once per week; 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; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week), Inherent (+1/4) (57 Active Points) (Real Cost: 57)
Healing 1 BODY, Can Heal Limbs, Resurrection, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 29)
Damage Resistance (40 PD/40 ED/20 Mental Def.), Hardened (x3; +3/4) (87 Active Points) (Real Cost: 87)
+30 Mental Defense (35 points total), Hardened (x3; +3/4) (56 Active Points) (Real Cost: 56)

34
2) Com-Link
0

High Range Radio Perception (Radio Group), Concealed (-12 with High Range Radio Perception PER Rolls) (Real Cost: 24)
Universal Translator 16- (20 Active Points); Limited Power (Only verbal and only romance, germanic, semitic, slavic language families and Hindi, Japanese, Korean, Mandarin, Swahili, Tamil, and Zulu; -1) (Real Cost: 10)


Subtext

10
1) Luck of Heroes
0

Luck 2d6

20
2) Easy Strength

Reduced Endurance (1/2 END; +1/4) (20 Active Points) applied to STR

90
3) Hardy
0

Hardened (x3; +3/4) (45 Active Points) applied to PD (Real Cost: 45)
Hardened (x3; +3/4) (45 Active Points) applied to ED (Real Cost: 45)


2319
Total Powers and Equipment Points













 

Cost
Name


0
Total Disadvantage Points