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Tuesday, October 6, 2015

Hero System 6th Edition Premade Character - Slipstream

Hi everyone, so I've been meaning on getting out a new premade Hero System 6th Edition character for folks to use.

Now for those who are new to Hero System or who have yet to try the system out and want to see a character before you pick up the system.

Now as has been the case for the Hero System characters I've posted in the past, this character is another super hero although it is a speedster this time.

Like with a lot of the characters I'm only going posting the basics of who they are as well as a decent name for them, but for a background or anything like that it's going to be up to you to decide that what will be.

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Slipstream
Val      Char   Cost    Roll     Notes
15        STR     5          12-       Lift 200.0kg; 3d6 HTH damage [1]
25        DEX    30        14-       OCV: 10/DCV: 12
15        CON   5          12-          
13        INT     3          12-       PER Roll 12-
10        EGO    0          11-       ECV: 3 - 3
13        PRE     3          12-       PRE Attack: 2 1/2d6

10        PD       8          Total: 10/30 PD (0 rPD)
10        ED       8          Total: 10 ED (0 rED)
5/7       SPD     30        Phases:  3, 5, 8, 10, 12/2, 4, 6, 7, 9, 11, 12
12        REC     8
50        END    6
40        STUN  10 
12        BODY  2
Total Characteristics Cost: 198
Movement:     Running: 12m/[Noncombat]"
                        Leaping: 4m/[Noncombat]"
                        Swimming: 4m/[Noncombat]"

Cost    Powers            END
33        Superspeed (Movement): Multipower, 50-point reserve,  (50 Active Points); all slots Leaves A Trail (-1/4), Limited Power Unleashed Speed must be active in order to use the powers in this multipower (-1/4)        
3f         1)   Super Speed Running: Flight 35m, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Contact With A Surface (-1/4), Leaves A Trail (-1/4), Limited Power Unleashed Speed must be active in order to use the powers in this multipower (-1/4)    2
3f         2)   Hyper Running: Flight 25m, MegaScale (1m = 1 km; +1) (50 Active Points); Only In Contact With A Surface (-1/4), Leaves A Trail (-1/4), Limited Power Unleashed Speed must be active in order to use the powers in this multipower (-1/4) 5
                       
43        Super Speed (Abilities): Multipower, 54-point reserve,  (54 Active Points); all slots Limited Power Unleashed Speed must be active in order to use the powers in this multipower (-1/4)   
3f         1)   Rapid Punch: Hand-To-Hand Attack +8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Hand-To-Hand Attack (-1/4), Limited Power Unleashed Speed must be active in order to use the powers in this multipower (-1/4)        2
3f         2)   Autofire Punch: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (50 Active Points); Hand-To-Hand Attack (-1/4), No Knockback (-1/4), Limited Power Unleashed Speed must be active in order to use the powers in this multipower (-1/4)            2
3f         3)   Kinetic Transfer Strike: Hand-To-Hand Attack +7d6, Double Knockback (+1/2) (52 Active Points); Limited Power Must move before making the strike. (-1/2), Hand-To-Hand Attack (-1/4)  5
3f         4)   Some Disassembly Required: Dispel Technology 12d6, Any one piece of technology object power at a time (+1/2) (54 Active Points); No Range (-1/2), Limited Power Unleashed Speed must be active in order to use the powers in this multipower (-1/4)         5
                       
16        Unleashed Speed: +2 SPD (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)        2
4          Knockback Resistance -4m     0
5          Resist Stunning: +8 CON (8 Active Points); Conditional Power Only to resist being Stunned (-1/2)          
10        +20 PD (20 Active Points); Conditional Power Only Protects Against Damage From Move Bys/ Throughs The Character Performs (-1)  
12        Moving Attack Tactics: (Total: 12 Active Cost, 12 Real Cost) +2 OCV with Grab Bys, Move Bys, and Move Throughs. (Real Cost: 6) plus +2 DCV with Grab Bys, Move Bys, and Move Throughs. (Real Cost: 6)    0

Talents
18        Combat Luck (9 PD/9 ED)

Skills
            --Non-Combat Skills--
0          1)   Acting 8-
2          2)   Charm 10-
2          3)   Climbing 10-
0          4)   Concealment 8-
0          5)   Conversation 8-
3          6)   Deduction 12-
2          7)   KS: Military Protocol 11-
2          8)   KS: Machinery 11-
3          9)   Mechanics 12-
0          10)  Language:  English (completely fluent; literate) (4 Active Points)
3          11)  Persuasion 12-
3          12)  PS: Jet Mechanic 12-
3          13)  Shadowing 12-
3          14)  TF:  Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles
             
            --Combat Skills--
3          1)   Acrobatics 14-
3          2)   Breakfall 14-
1          3)   Combat Driving 8-
10        4)   Defense Maneuver I-IV

Total Powers & Skills Cost: 202
Total Cost: 400

400+    Disadvantages
20        Psychological Complication:  Code vs. Killing (Very Common; Strong)
10        Physical Complication:  Narcolepsy (Infrequently; Slightly Impairing)
20        Psychological Complication:  Brash (Very Common; Strong)

Total Disadvantage Points: 400


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