Relentless |
Val |
Char |
Points |
Total |
Roll |
Notes |
30 |
STR |
20 |
30 |
15- |
HTH 6d6 END [0] |
21 |
DEX |
33 |
21 |
13- |
OCV 7 DCV 7 |
10 |
CON |
0 |
30 |
15- |
|
10 |
BODY |
0 |
30 |
15- |
|
13 |
INT |
3 |
13 |
12- |
PER Roll 12- |
11 |
EGO |
2 |
11 |
11- |
ECV: 4 |
20 |
PRE |
10 |
20 |
13- |
PRE Attack: 4d6 |
12 |
COM |
1 |
12 |
11- |
|
|
|
|
|
|
|
|
|
|
|
|
|
20 |
PD |
14 |
20 |
|
20 PD (6 rPD) |
10 |
ED |
4 |
10 |
|
10 ED (6 rED) |
5 |
SPD |
19 |
5 |
|
Phases: 3, 5, 8, 10, 12 |
12 |
REC |
0 |
32 |
|
|
60 |
END |
0 |
60 |
|
|
60 |
STUN |
0 |
60 |
|
|
6" |
Running |
0 |
6" |
|
|
0" |
Swimming |
-2 |
0" |
|
|
6" |
Leaping |
0 |
6" |
|
Total : 104 |
|
|
Cost |
Powers |
END |
|
Unstoppable |
|
7 |
1) Scratches mean nothing:
Damage Resistance (6 PD/6 ED), Hardened (+1/4) (7 Active Points)
|
|
15 |
2) Very Resilient:
Power Defense (15 points)
|
|
22 |
3) Regenerating ability:
Healing 3d6 (max. Healed Points: 18), Reduced Endurance 0 END
(+1/2), Persistent (+1/2) (60 Active Points); Extra Time 1 Turn
(Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: Regeneration; No Healing Max (see FREd p. 120).
|
|
11 |
4) Enhanced immune system:
Life Support , Immunity: All terrestrial diseases and bio-warfare
agents, Immunity: All terrestrial poisons and chemical warfare agents
(20 Active Points); Extra Time Extra Segment, Only to Activate
Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Requires A
CON Roll (-1/4)
|
|
12 |
5) Can go without: Life
Support , Eating: Character only has to eat once per week, Extended
Breathing, Longevity: 400 Years, Safe in High Radiation, Safe in
Intense Cold, Safe in Intense Heat, Sleeping: Character only has to
sleep 8 hours per week
|
|
40 |
6) Hardy: +20 CON
|
|
40 |
7) Takes a lot to take him down:
+20 BODY
|
|
40 |
8) Up in seconds: +20
REC
|
|
|
TIRELESS |
|
15 |
1) STR, Reduced
Endurance 0 END (+1/2) (15 Active Points) (Modifiers affect Base
Characteristic)
|
|
6 |
2) Running (6" total),
Reduced Endurance 0 END (+1/2) (6 Active Points)
|
|
|
Wrestling |
4 |
1) Choke: 1/2 Phase, -2 OCV, +0 DCV,
Grab One Limb; 2d6 NND
|
4 |
2) Escape: 1/2 Phase, +0 OCV, +0 DCV,
+15 STR vs. Grabs
|
3 |
3) Hold: 1/2 Phase, -1 OCV, -1 DCV,
Grab Two Limbs, +10 STR for holding on
|
4 |
4) Reversal: var Phase, -1 OCV, -2
DCV, +15 STR to Escape; Grab Two Limbs
|
3 |
5) Slam: 1/2 Phase, +0 OCV, +1 DCV,
STR +v/5, Target Falls
|
3 |
6) Take Down: 1/2 Phase, +2 OCV, +1
DCV, STR Strike; You Fall, Target Falls
|
|
|
Skills |
|
Wrestling |
12 |
1) +4 with Wrestling
|
3 |
2) Break-fall 13-
|
2 |
3) KS: Wrestling 11-
|
|
Everyman Skills |
0 |
1) Acting 8-
|
0 |
2) Climbing 8-
|
0 |
3) Concealment 8-
|
0 |
4) Conversation 8-
|
0 |
5) Deduction 8-
|
0 |
6) Paramedics 8-
|
0 |
7) Persuasion 8-
|
0 |
8) Shadowing 8-
|
0 |
9) Stealth 8-
|
0 |
10) TF: Custom Adder, Small Motorized
Ground Vehicles
Notes: Custom Mod is Everyman Skill
|
|
Total Powers & Skills Cost: 246 |
|
Total Cost: 350 |
|
|