“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
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  101 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
200
 
Char Cost
101

Dis. Points
150
 
Skill Cost
121

Exp. Points
250
 
Power Cost
378

Total Points
600
 
Total Cost
600



Cost
Name
Roll

65
Martial Arts (Jujitsu)
 

10

12

12

3

3

3

2

3

3

3

2


121
Total Cost

 

Cost
Power/Equipment
END

22
Extra-Dimensional Strength Elemental Control, 56-point powers, (28 Active Points); all slots Only In Heroic Identity (-1/4)

22
1) Strength
2

+40 STR, Reduced Endurance (1/2 END; +1/4) (55 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)

22
2) Stamina
0

(Total: 55 Active Cost, 44 Real Cost) +20 CON (40 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 32) plus +15 STUN (15 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 12)

19
3) Tough Skin
0

(Total: 56 Active Cost, 45 Real Cost) Armor (11 PD/11 ED), Hardened (x2; +1/2) (49 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 39) plus +1 PD; Only In Heroic Identity (-1/4) (Real Cost: 1) plus +6 ED (6 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 5)


51
Extra-Dimensional Speed Elemental Control, 128-point powers, (64 Active Points); all slots Only In Heroic Identity (-1/4)

50
1) Agility and Reflexes
0

(Total: 129 Active Cost, 99 Real Cost) +33 DEX (99 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 79) plus +3 SPD (30 Active Points); Linked (Dexterity; Greater Power is Constant or in use most or all of the time; -1/4), Only In Heroic Identity (-1/4) (Real Cost: 20)

55
2) Speed Running
5

(Total: 129 Active Cost, 100 Real Cost) Running +22" (30" total), x64 Noncombat, Usable As Flight (+1/4), combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4) (133 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 103) plus ; Only When In Contact With A Surface (-1/4), Only In Heroic Identity (-1/4) for up to 22 Active Points of Useable As Flight (-7 Active Points) (Real Cost: -7)


Incidental Powers List, all slots Only In Heroic Identity (-1/4)

3
1) Disciplined Mind
0

Mental Defense (5 points plus (EGO/5)) (32 points total) (5 Active Points); Only In Heroic Identity (-1/4), Linked (Strength; Greater Power is Constant or in use most or all of the time; -1/4)

7
2) Extreme Environment Tolerance
0

Life Support (Extended Breathing: 1 END per 5 Minutes; Longevity: Immortal; Safe in High Pressure; Safe in Low Pressure/Vacuum) (11 Active Points); Linked (Stamina; Greater Power is Constant or in use most or all of the time; -1/4), Only In Heroic Identity (-1/4)

7
3) Extreme Endurance

+20 END (10 Active Points); Linked (Stamina; Greater Power is Constant or in use most or all of the time; -1/4), Only In Heroic Identity (-1/4)


57
Speedster Moves Multipower, 71-point reserve, (71 Active Points); all slots Only In Heroic Identity (-1/4)

4u
1) Compressed Air Punch
7

Energy Blast 14d6, STUN Only (+0) (70 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) vs PD.

4u
2) Speed Punch Combo
2

Hand-To-Hand Attack +7d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (70 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4)

4u
3) Punch Them All
6

Area Of Effect (up to 10" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) for up to 45 Active Points of Hand-To-Hand Attacks (56 Active Points); Only In Heroic Identity (-1/4)

3u
4) Sonic Blast
7

Energy Blast 14d6 (70 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4) vs ED.

3u
5) Sonic Boom
3

Hearing Group Flash 8d6, Does Knockback (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (15" Cone; +1 1/4) (66 Active Points); No Range (-1/2), Limited Power (cannot propagate through a vacuum or sound proofing; -1/4), Only In Heroic Identity (-1/4)

3u
6) Ground Harmonics Shock Wave
7

Energy Blast 8d6, Only does Knockdown, Not Knockback (+0), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; +0), Area Of Effect (9" Cone; +1), Two-Dimensional (-1/4) (70 Active Points); No Range (-1/2), Only On Appropriate Terrain (paved surfaces, rocky ground, or within structures; -1/2), Only In Heroic Identity (-1/4) vs PD.

4u
7) Vacuum Vortex
7

Hand-To-Hand Attack +7d6, No Normal Defense (LS: No Need to Breathe/Self Contained Breathing; +1) (70 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4)

2u
8) Create Vortex
7

Telekinesis (47 STR) (71 Active Points); Only Affects Objects Above Him (-1), Only To Pull Towards Or Push Away (-1/2), Affects Whole Object (-1/4), Limited Range (30"; -1/4), Must Pass Through Intervening Space (-1/4), Only In Heroic Identity (-1/4)

3u
9) Hurricane Handwave
3

Dispel 15d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (67 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)

2u
10) Hurricane Handwave II
3

Energy Blast 7d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (70 Active Points); Limited Power (Only Does Knockback; -1), Restrainable (-1/2), Limited Range (30"; -1/4), Only In Heroic Identity (-1/4) vs PD.

3u
11) I'll Take Those
7

Telekinesis (21 STR), Area Of Effect (6" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) (71 Active Points); Limited Power (Only to Disarm/Grab Objects; -1), No Range (-1/2), Only In Heroic Identity (-1/4)

6u
12) Dizzying Spin
7

Drain DEX 7d6 (70 Active Points); Only In Heroic Identity (-1/4) vs DEX.

3u
13) Deflect Bullets
6

(Total: 70 Active Cost, 35 Real Cost) Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 8) plus +11 Deflect Bullets (55 Active Points); Costs Endurance (-1/2), Linked (Missile Deflection; -1/4), Only In Heroic Identity (-1/4) (Real Cost: 27)

4u
14) Speedster Healing
0

Healing 4d6, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Self Only (-1/2), Only In Heroic Identity (-1/4)

4u
15) Bullet Time Thought
3

(Total: 70 Active Cost, 39 Real Cost) +10 PER with all Sense Groups (30 Active Points); Costs Endurance (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 17) plus +15 INT (15 Active Points); Linked (A Fast Hard Look; -1/2), Only In Heroic Identity (-1/4) (Real Cost: 8) plus +25 Mental Defense (32 points total) (25 Active Points); Linked (A Fast Hard Look; -1/2), Only In Heroic Identity (-1/4) (Real Cost: 14)

6u
16) Speed Swimming
3

Swimming +26" (30" total) (x32 Noncombat), Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (71 Active Points); Only In Heroic Identity (-1/4)

3u
17) Adrenaline and Determination
0

Aid 2d6, Can Add Maximum Of 16 Points, any Characteristic one at a time (+1/4), Continuous (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger, Two activation conditions apply simultaneously; Activates start of the second and later Turns of combat OR after losing 20 STUN or more in any one phase; +1) (71 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Eyes crackle with energy, negates Stealth skill; -1/2), Only In Heroic Identity (-1/4)

2u
18) Soft Landing
3

Flight 26", Position Shift, Reduced Endurance (1/2 END; +1/4) (71 Active Points); Limited Power (used only to slow decent; -1), Levitation (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4), no Noncombat movement (-1/4)


378
Total Powers and Equipment Points

















Jet




 

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; 3 1/2d6 NND

Takedown (3 pts)
1/2
+1
+1
 
15d6 Strike; Target Falls

Martial Disarm (4 pts)
1/2
-1
+1
 
Disarm; 85 STR to Disarm

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

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

Martial Grab (Joint Lock) (3 pts)
1/2
-1
-1
 
Grab Two Limbs, 85 STR for holding on

Martial Throw (3 pts)
1/2
+0
+1
 
15d6 +v/5, Target Falls

Legsweep (3 pts)
1/2
+2
-1
 
16d6 Strike, Target Falls

Martial Strike (Punch/Snap Kick) (4 pts)
1/2
+0
+2
 
17d6 Strike

Offensive Strike (Side/Spin Kick) (5 pts)
1/2
-2
+1
 
19d6 Strike

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

Dragon Claw/Crush (4 pts)
1/2
+0
+0
 
19d6 Crush, Must Follow Grab

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

+3 HTH Damage Class(es)

 


Cost
Name

150
[Disadvantages]


150
Total Disadvantage Points