“Jet” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
70
29
70
20
28
23
20
18

14
14
4
28
140
90
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

462 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
25"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
3000
 
Char Cost
462

Dis. Points
0
 
Skill Cost
545

Exp. Points
0
 
Power Cost
1993

Total Points
3000
 
Total Cost
3000



Cost
Name
Roll

134
Martial Arts (Hybrid)
 


















































 
Perks






 
Talents






545
Total Cost

 

Cost
Power/Equipment
END

Super Stength

105
1) Effortless Stength

Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (105 Active Points) applied to STR

180
2) Invulnerability
0

Physical Damage Reduction, Resistant, 75%, Hardened (x2; +1/2) (90 Active Points) (Real Cost: 90)
Energy Damage Reduction, Resistant, 75%, Hardened (x2; +1/2) (90 Active Points) (Real Cost: 90)


368
Super Speed Multipower, 552-point reserve, (552 Active Points); all slots Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
[Note: Unified Power - Negative Adjustment Powers Affect All Super Speed Powers Jointly]

36u
1) Running
23

Running +111" (120" total), x1,024 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable as Flight (Only Along a Surface; +1/4), Variable Advantage (+1/4 Advantages; Reduced to 0 END OR combat acceleration/deceleration OR rapid non-combat movement; +1/2) (552 Active Points); Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)

24u
2) Flight/Instant Acceleration
0

Flight 25", Position Shift, x4,096 Noncombat, No Turn Mode (+1/4), Variable Advantage (+1/4 Advantages; Usable as Swimming/Tunneling/FTL; +1/2), Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) (357 Active Points); Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)


Super Speed II, all slots Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
[Note: Unified Power - Negative Adjustment Powers Affect All Super Speed Powers Jointly]

48
1) Reflexes
0

Rapid ( x1,000,000,000) with Normal Sight (27 Active Points) (Real Cost: 18)
Lightning Reflexes: +30 DEX to act first with All Actions (45 Active Points) (Real Cost: 30)

41
2) Fast and Accurate

+12 HTH and Ranged vs. non-speedsters (72 Active Points); Conditional Power (Does not work versus target using Super Speed SFX; -1/4), Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)

60
3) An Accurate Blur

+20 HTH and Ranged w/Autofire (120 Active Points); Limited Power (Only to negate Autofire Attack penalties to OCV; -1/2), Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)


576
Feats of Strength and Speed Variable Power Pool, 262 base + 314 control cost, Cosmic (+2) (655 Active Points); Limited Class Of Powers Available (Only Speedster and Brick Tricks; -1/4)
[Note: Speedster Tricks: fluid velocity & pressure, vibration & sonics; Brick Tricks: massive physical impact, moving huge masses]

0
1) A Blur of Blows
0

Autofire (10 shots; +1) for up to 70 Active Points of STR, Reduced Endurance (0 END; +1) (140 Active Points) Real Cost: 140

0
2) Cherenkov Flare
0

Sight Group Flash 21d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (-1 DC/2"; +3/4) (262 Active Points); No Range (-1/2) Real Cost: 175
[Note: Vibrates the surrounding air forcing its charged particles to flare]

0
3) Cutting Loose
0

Hand-To-Hand Attack +21d6, Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (262 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 175

0
4) Hurricane Handwave
0

Dispel Smoke/Gas/Mist 35d6, Reduced Endurance (0 END; +1/2), Area Of Effect (32" Cone; +1) (262 Active Points); No Range (-1/2), Restrainable (-1/2) Real Cost: 131 vs Smoke/Gas/Mist.
[Note: Rotate outstretched arm(s)/hand(s) to create a rush of air]

0
5) Seismic Strike
0

Double Knockback (+3/4), Explosion (Line; -1 DC/8"; +1 3/4) for up to 70 Active Points of STR, Reduced Endurance (0 END; +1/2) (262 Active Points); Limited Power (Only affects targets on the ground; -1/4) Real Cost: 210
[Note: Punch or stomp the ground to damage and hurl targets back]

0
6) Sonic Blast
10

Energy Blast 40d6, Reduced Endurance (1/2 END; +1/4) (250 Active Points); Limited Power (Cannot propagate through vacuum; -1/4) Real Cost: 200 vs ED.
[Note: Vibrations generate destructive sonics]

0
7) Sonic Blast II
11

Energy Blast 30d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (262 Active Points); Limited Power (Cannot propagate through vacuum; -1/4) Real Cost: 210 vs ED.
[Note: Vibrations generate destructive sonics]

0
8) Stratospheric Punch/Throw
2

MegaScale (1" = 1 km; +1/4) for up to 70 Active Points of STR (17 Active Points); Limited Power (Only Affects Knockback/Throwing Distance; -1/2) Real Cost: 11

0
9) 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
10) Thunderclap
0

Hearing Group Flash 25d6, Does Knockback (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (-1 DC/2"; +3/4), Double Knockback (+3/4) (262 Active Points); No Range (-1/2), Restrainable (-1/2) Real Cost: 131
[Note: Sonic Boom is similar, but Explosion is a trailing cone and the power is linked to Running or Flight]

0
11) Too Fast To See
3

Invisibility to Sight, Touch and Hearing Groups (30 Active Points); Conditional Power (Only While Using a Super Speed Movement Power; -1/4), Limited Power (Does not work against Rapid advantaged senses; -1/4) Real Cost: 20

0
12) Updraft/Downdraft Vortex
10

Telekinesis (70 STR) (105 Active Points); Limited Power (Only to pull down flying targets or to slow the descent of falling targets; -1), Restrainable (-1/2), Affects Whole Object (-1/4), Limited Power (Must pass through intervening space; -1/4) Real Cost: 35
[Note: Moves in a tight circle beneath the target]

0
13) Vacuum Attack
10

Area Of Effect (up to 14" Radius; +1 1/4), Two-Dimensional (-1/4), No Normal Defense (Defense is: LS: Self Contained Breathing; +1), Continuous (+1) for up to 70 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (262 Active Points); Restrainable (-1/2), Limited Power (Must pass through intervening space; -1/4) Real Cost: 150
[Note: Moves in a tight circle around the target]

0
14) Vibratory Phasing Intangibility
8

Desolidification (affected by similar vibrational phasing effects), Continuous (+1) (80 Active Points) Real Cost: 80
[Note: To carry another person add Usable Simultaneously +1/2 for 100 Active Points & Real Cost of 100]

0
15) [Typical Area Effect NA on STR Power]
0

[Advantages] (+1), Area Of Effect (up to 14" Radius; +1 1/4), Selective (+1/4) for up to 70 Active Points of STR, Reduced Endurance (0 END; +1/2) (262 Active Points) Real Cost: 262


Common to Project Members

370
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 20 BODY, Can Heal Limbs, Resurrection, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (506 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 184)
Damage Resistance (45 PD/45 ED/20 Mental Def.), Hardened (x2; +1/2) (82 Active Points) (Real Cost: 82)
+30 Mental Defense (35 points total), Hardened (x2; +1/2) (47 Active Points) (Real Cost: 47)

55
2) Com-Link
0

High Range Radio Perception (Radio Group), Concealed (-12 with High Range Radio Perception PER Rolls), Discriminatory, Analyze, Telescopic: +12, Tracking (Real Cost: 45)
Universal Translator 15- (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

80
1) Luck of Heroes
0

Luck 16d6

50
2) Hardy
0

Hardened (x2; +1/2) (25 Active Points) applied to PD (Real Cost: 25)
Hardened (x2; +1/2) (25 Active Points) applied to ED (Real Cost: 25)


1993
Total Powers and Equipment Points













 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

(Shime) Choke Hold (4 pts)
1/2
-2
+0
 
Grab One Limb; 6d6 NND

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

Flying Grab (5 pts)
1/2
-2
-1
 
Grab Two Limbs, 120 STR for holding on; FMove

Joint Lock/Throw (4 pts)
1/2
+1
+0
 
Grab One Limb; 5d6 NND ; Target Falls

(Knife Hand) Killing Strike (4 pts)
1/2
-2
+0
 
HKA 4d6

Legsweep (3 pts)
1/2
+2
-1
 
23d6 Strike, Target Falls

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

Martial Disarm (4 pts)
1/2
-1
+1
 
Disarm; 120 STR to Disarm

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

(Joint Lock) Martial Grab (3 pts)
1/2
-1
-1
 
Grab Two Limbs, 120 STR for holding on

(Punch, Elbow Strike) Martial Strike (4 pts)
1/2
+0
+2
 
24d6 Strike

(Slam) Martial Throw (3 pts)
1/2
+0
+1
 
22d6 +v/5, Target Falls

(Atemi Strike, Tien-hsueh Strike) Nerve Strike (4 pts)
1/2
-1
+1
 
6d6 NND

(Kick, Knee Strike) Offensive Strike (5 pts)
1/2
-2
+1
 
26d6 Strike

Passing Disarm (5 pts)
1/2
-1
-1
 
Disarm, 120 STR to Disarm; FMove

Passing Throw (5 pts)
1/2
+0
+0
 
22d6 +v/5; Target Falls; FMove

Reversal (4 pts)
var
-1
-2
 
125 STR to Escape; Grab Two Limbs

(Flying Kick) Sacrifice Strike (5 pts)
1/2
+1
-2
 
26d6 Strike

(Uproot, Sand Palm) Shove (4 pts)
1/2
+0
+0
 
125 STR to Shove

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 120 STR to take weapon away

Takedown (3 pts)
1/2
+1
+1
 
22d6 Strike; Target Falls

Quick Shot (4 pts)
1/2
+1
+0
 
Strike, +2 DC

Offensive Shot (4 pts)
1/2
-1
-1
 
Strike, +4 DC

Ranged Disarm (4 pts)
1/2
+0
+0
 
Disarm, +3 DC to Disarm

+8 HTH Damage Class(es)

Weapon Element: Empty Hand, Handguns, Rifles




Cost
Name


0
Total Disadvantage Points