“WindHawk” 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
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  173 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

Flight
20"
40"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
200
 
Char Cost
173

Dis. Points
150
 
Skill Cost
40

Exp. Points
0
 
Power Cost
137

Total Points
350
 
Total Cost
350



Cost
Name
Roll

17
Martial Arts (Unique)
 










40
Total Cost

 

Cost
Power/Equipment
END

48
Wings of the Falcon Multipower, 60-point reserve, (60 Active Points); all slots Visible (Ethereal wings; -1/4)

5u
1) Soar
2

Flight 20", Usable As Gliding (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Visible (Ethereal wings; -1/4)

5u
2) Sirocco
7

Carried By Winds: Flight 1", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2) (3 Active Points); no Noncombat movement (-1/4) (Real Cost: 2)
Tossed by Winds: Drain DEX 2d6+1, Area Of Effect (One Hex; +1/2), Continuous (+1) (57 Active Points) (Real Cost: 46) vs DEX.
[Note: A single wing beat generates a magical twister/dust devil that quickly sweeps people off their feet and savagely whirls them around.]


Gifts of the Falcon

2
1) Falcon Sight
0

+1 versus Range Modifier for Sight Group

8
2) The Eye of Horus
0

Detect Evil 15- (Sight Group)

20
3) Enemy of Set
0

Find Weakness 15- with w/Staff of Horus (40 Active Points); Limited Power (Only versus evil persons or creatures; -1)

18
4) Favored of Horus
0

Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)


24
Staff of Horus Multipower, 60-point reserve, (60 Active Points); all slots OAF (Staff may be re-created/recalled if destroyed/stolen via a dawn invocation under open sky; -1), Restrainable (-1/2)

1u
1) Staff Strike
3

Hand-To-Hand Attack +4d6, Autofire (5 shots; +1/2) (30 Active Points); OAF (Staff may be re-created/recalled if destroyed/stolen via a dawn invocation under open sky; -1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2)
[Note: Normal Quarterstaff damage]

2u
2) Divine Blow
6

Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 w/STR), Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (Staff may be re-created/recalled if destroyed/stolen via a dawn invocation under open sky; -1), Restrainable (-1/2) vs ED.
[Note: Mystical energy enhanced damage]

2u
3) Solar Blast
6

Energy Blast 12d6 (60 Active Points); OAF (Staff may be re-created/recalled if destroyed/stolen via a dawn invocation under open sky; -1), Restrainable (-1/2) vs ED.

2u
4) Staff Ranged Defense
0

Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF (Staff may be re-created/recalled if destroyed/stolen via a dawn invocation under open sky; -1), Restrainable (-1/2)


137
Total Powers and Equipment Points










Meta-Game:





 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Legsweep (3 pts)
1/2
+2
-1
 
Weapon +2 DC Strike, Target Falls

Offensive Strike (5 pts)
1/2
-2
+1
 
Weapon +5 DC Strike

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

+1 HTH Damage Class(es)

Weapon Element: Staffs

 


Cost
Name

150
[Pending]


150
Total Disadvantage Points