“Titan” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
60
23
60
20
23
18
28
18

12
12
3
24
120
80
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

364 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
80"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
3000
 
Char Cost
364

Dis. Points
0
 
Skill Cost
504

Exp. Points
0
 
Power Cost
2132

Total Points
3000
 
Total Cost
3000



Cost
Name
Roll

46
Martial Arts (Unique)
 




























 
Perks






 
Talents






504
Total Cost

 

Cost
Power/Equipment
END

Super Stength

30
1) Effortless Stength

Reduced Endurance (0 END; +1/2) (30 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)


Super Speed

461
1) Movement
0

Flight 80", Position Shift, x512 Noncombat, No Turn Mode (+1/4), Variable Advantage (+1/4 Advantages; combat acceleration/deceleration OR rapid non-combat movement OR Usable as Swimming/Tunneling/FTL; +1/2), Reduced Endurance (0 END; +1/2) (461 Active Points)

45
2) Reflexes
0

Rapid ( x100,000) with Normal Sight and Normal Touch (Real Cost: 30)
Lightning Reflexes: +10 DEX to act first with All Actions (Real Cost: 15)

40
3) Inertial Control
0

Knockback Resistance -30" (60 Active Points); Linked (Flight; -1/4), Only In Heroic Identity (-1/4)


Size Shifting, all slots Only In Heroic Identity (-1/4)

100
1) Titanic Size
10

Growth (+100 STR, +20 BODY, +20 STUN, -20" KB, 1.046E8 kg, -13 DCV, +13 PER Rolls to perceive character, 191 m tall, 95.5 m wide), Costs END Only To Activate (+1/4) (125 Active Points); Only In Heroic Identity (-1/4)
[Note: Usual Indoor Size: 10 feet (2 levels of growth, 70 STR/14d6/400 tons, +2 BODY & STUN, -2 KB) Usual Minimum Outdoor Size: 15 feet (4 levels of growth, 80 STR/16d6/1600 tons, +4 BODY & STUN, -4 KB) Maximum Size: 60 stories tall (160 STR/32d6/100 megatons, +20 BODY & STUN, -20 KB, -8 DCV)]

17
2) Astounding Agility
0

+5 DCV w/Growth (25 Active Points); Linked (Titanic Size; +1 DCV per Level of Growth to negate DCV penalty; -1/4), Only In Heroic Identity (-1/4)
[Note: Skillfully evasive in combat even while a giant]

150
3) Titanic Durability
0

Armor (50 PD/50 ED), Hardened (x2; +1/2) (225 Active Points); Linked (Titanic Size; +5 PD/+5 ED per 2 levels of Growth; -1/4), Only In Heroic Identity (-1/4)
[Note: At 10 feet: 50 PD/50 ED; at 15 feet: 55 PD/55 ED]

100
4) Ant Size
10

Shrinking (0.0018 m tall, 9.294E-8 kg mass, -20 PER Rolls to perceive character, +20 DCV, takes +30" KB), Costs END Only To Activate (+1/4) (125 Active Points); Only In Heroic Identity (-1/4)
[Note: Able to become as small as 1/16 inch tall, becoming extremely difficult to detect or target while retaining the magnitude of power possessed when human sized]


540
Energy Powers & Feats of Strength and Speed Variable Power Pool, 300 base + 240 control cost, No Skill Roll Required (+1) (600 Active Points); Limited Class Of Powers Available (Only Brick and Speedster Tricks and the single pre-defined RKA; -1/4)

0
1) Flurry of Blows
12

Hand-To-Hand Attack +20d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2), Armor Piercing (x2; +1) (300 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 200
[Note: Batter a target with blow after unanswered blow]

0
2) Hyperphase Beam
30

Killing Attack - Ranged 8d6, Limited Power (Must Use With Haymaker Maneuver; +0), No Normal Defense (Defense: having primarily human DNA; +1/2), Does BODY (+1) (300 Active Points); Beam (-1/4), Only In Heroic Identity (-1/4) Real Cost: 200 vs NND.
[Note: 10d6+1 Kaiju killer]

0
3) Lift it Whole
24

MegaScale (1" = 1 km; +1/4), Area Of Effect (up to One Hex; +1/2) for up to 160 Active Points of STR, Continuous (+1) (240 Active Points); Limited Power (Only to lift/move large objects intact; -1) Real Cost: 120
[Note: Keep large structures intact while moving them by manipulating their inertia a bit as with flight power]

0
4) Hit Them All
0

Area Of Effect (up to 32" Radius; +1 1/2) for up to 80 Active Points of STR, Reduced Endurance (0 END; +1/2) (180 Active Points) Real Cost: 180
[Note: Crowd control; Use a Strike or other Maneuver on everyone in a football field sized area]

0
5) 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.]


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 (34 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 14- (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

44
1) Hardy
0

Hardened (x2; +1/2) (22 Active Points) applied to PD (Real Cost: 22)
Hardened (x2; +1/2) (22 Active Points) applied to ED (Real Cost: 22)


2132
Total Powers and Equipment Points













 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

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

Flying Grab (5 pts)
1/2
-2
-1
 
Grab Two Limbs, 70 STR / 170 STR for holding on; FMove

Flying Tackle (3 pts)
1/2
+0
-1
 
12d6 / 32d6 +v/5 Strike; You Fall, Target Falls; FMove

Passing Disarm (5 pts)
1/2
-1
-1
 
Disarm, 70 STR / 170 STR to Disarm; FMove

Passing Strike (5 pts)
1/2
+1
+0
 
12d6 / 32d6 +v/5; FMove

Passing Throw (5 pts)
1/2
+0
+0
 
12d6 / 32d6 +v/5; Target Falls; FMove

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 70 STR / 170 STR to take weapon away

Takedown (3 pts)
1/2
+1
+1
 
12d6 / 32d6 Strike; Target Falls

Weapon Bind (4 pts)
1/2
+1
+0
 
Bind, 70 STR / 170 STR

Weapon Element: Blades, Chain & Rope Weapons, Clubs, Karate Weapons, Ninja Weapons, Staffs




Cost
Name


0
Total Disadvantage Points