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My take on the unstoppable hero


MisterD

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Here is my take on the Unstoppable Character (Thanks to various posts on the boards.)THis character is basically a wrestler that helps out local hero groups and police when he can.He is in the META-HUMAN Sports leauge. If ther is not one then he was outed from professional sports when it was discovered he was Meta-Human

Combat Information Page

Character Name: Relentless

Alternate Identities:

Player Name: Marc Ducorsky

CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
30 CON 10 0 30 15-
30 BODY 10 0 30 15-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
             
             
10 PD 5 5 10   10 PD (6 rPD)
8 ED 6 2 8   8 ED (6 rED)
5 SPD 3.3 17 5   Phases: 3, 5, 8, 10, 12
31 REC 11 0 31  
60 END 60 0 60  
60 STUN 58 2 60    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
5"/2 1/2"" Leaping 5 0 5" 95 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:

MARTIAL ARTS MANEUVERS
Cost  Maneuver
Wrestling, Professional
3
1) Body Slam: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
4
2) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab
4
3) Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
4) Fist/Forearm Smash: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
3
5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
5
6) Stomp: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
1
7) Weapon Element: Clubs (Fist/Forearm Smash only)
24 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 10 Current BODY:
Res. Phys. Defense 6  
Energy Defense 8 Current END:
Res. Energy Defense 6  
Mental Defense 0 Current STUN:
Power Defense 15  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +2 with Wrestling , +2 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Body Slam 1/2 +2 +1 STR Strike; You Fall, Target Falls
Crush 1/2 +0 +0 STR +4d6 Crush, Must Follow Grab
Duck 1/2 -- +5 Dodge, Affects All Attacks, Abort
Fist/Forearm Smash 1/2 +2 +0 STR +2d6 Strike
Grab 1/2 -1 -1 Grab Two Limbs, +10 STR for holding on
Stomp 1/2 -2 +1 STR +4d6 Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
7 Scratches mean nothing: Damage Resistance (6 PD/6 ED), Hardened (+1/4) (7 Active Points)
Notes: Relentless heals minor cuts almost as fast as he gets them
15 High Recuperation rate: Power Defense (15 points)
Notes: Abilities and substances that can debilitate a normal person has little to no effect on Relentless
22 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). Relentelss's natural recuperating ability is a lot more efficient than a normal person's
11 Enhanced immune system: Life Support , Immunity: All terrestrial diseases and biowarfare 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)
Notes: Relentless might get sick or poisoned but he can usually shake it off
12 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
Notes: Relentless can push himself beyond normal limits to surviv on minimal food and sleep. Relentless can also tolerate environmental conditions that would harm a normal person
40 Hardy: +20 CON
Notes: Relentless is a very hardy individual with an immune system far beyonf human level.
40 Takes alot to take him down: +20 BODY
Notes: Relentless can take more physical damage than a person has a right to take.
40 Up in moments: +20 REC
Notes: Relentless's recoperative ability means that if he is ever taken down he will not stay down for long.
187 Total Powers Cost
PERKS
Cost  Name
2 Known Wrestler: Reputation (A small to medium sized group; 14-) +2/+2d6
5 Money: Well Off
7 Total Perks Cost

SKILLS
Cost  Name
3 Acrobatics 14-
3 Acting 13-
3 Breakfall 14-
6 Profesional Wrestler: +2 with Wrestling
10 Natural fighter: +2 with HTH Combat
2 CuK: Wrestlers 11-
2 KS: Wrestling 11-
2 PS: Wrestler 11-
3 Tactics 12-
3 Teamwork 14-
37 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Dependent NPC: Family 8- (Normal; Group DNPC: x4 DNPCs)
15 Distinctive Features: Red well build man (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Enraged: Thoes he feel are under his protection are hurt (Uncommon), go 11-, recover 14-
5 Hunted: Other wrestlers 8- (As Pow; Watching; PC has a Public ID or is otherwise very easy to find)
10 Hunted: Press 8- (As Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
20 Psychological Limitation: Code Versus Killing Common, Total
20 Psychological Limitation: Overconfident (Very Common; Strong)
10 Reputation: Unstoppable opponent 11-
5 Rivalry: Professional (Other wrestlers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
10 Social Limitation: Well known wrestler (Frequently; Minor)
15 Social Limitation: Public Identity Frequently (11-), Major
10 Unluck: 2d6
150 Total Disadvantages Cost
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: 
Personality: 
Quote:
Background: 
Powers/Tactics: 
Campaign Use: 
Character created with Hero Designer (version 1.47)
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My version along the same lines, Roughhouse, was based off of Sam Elliott's character in the cinematic masterpiece, Road House, starring Patrick Swayze. A tough old grunt who made his living as a bouncer and bartender, he had healthy levels of Damage Reduction for both PD and ED, Damage Resistance and a bit of Regeneration. He also had some extra CON, bought with Doesn't Affect Figured Characteristics (-1/2); in other words, it only applied for whether he was Stunned or not. He could catch a TOW missile in the chest and be staggered - but not Stunned - for a moment.

 

His weakness? Well, his Damage Reduction vs. Energy attacks was not resistant; fire or lasers would hurt him more than most attacks would, though not a lot. Also, he was strong but not super-strong - he won his fights against other bricks just by wearing them down over time. Also, true to his cinematic inspiration, he loved women, booze and scrappin'.

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Originally posted by Deacon Blues

My version along the same lines, Roughhouse, was based off of Sam Elliott's character in the cinematic masterpiece, Road House, starring Patrick Swayze. A tough old grunt who made his living as a bouncer and bartender, he had healthy levels of Damage Reduction for both PD and ED, Damage Resistance and a bit of Regeneration. He also had some extra CON, bought with Doesn't Affect Figured Characteristics (-1/2); in other words, it only applied for whether he was Stunned or not. He could catch a TOW missile in the chest and be staggered - but not Stunned - for a moment.

 

His weakness? Well, his Damage Reduction vs. Energy attacks was not resistant; fire or lasers would hurt him more than most attacks would, though not a lot. Also, he was strong but not super-strong - he won his fights against other bricks just by wearing them down over time. Also, true to his cinematic inspiration, he loved women, booze and scrappin'.

Did he have a bad knee too? :D
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You know, I just came up with an idea today for a similar characteristic albeit different personality. Called him Diamondback (no real snake motiff, just that his skin is diamond hard, kinda, and he comes 'back' from damage really quickly. Streetwise but also wise-cracking and not grim. REALLY overconfident. Minor brick (40 str) and karate.

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Did this about fifteen years ago: designed a super-powered version of the WWF Undertaker. I used Damage Reduction, a high PD and ED, low resistant defenses (he can be damaged - he just doesn't feel it, Regen, and Extra BODY (-1: only to determine point of death), and extra STUN (-1: Only to determine REC increment).

 

The last two may require some clarification:

 

The extra BODY was like so:

 

20 BODY (10) 20

 

and +10 BODY with the Lim. Since every +1 BODY actually gives 2 points of BODY toward avoiding being killed, he wouldn't really die until -40 BODY. Between -21 and -39 he would appear dead.

 

The extra STUN was added to his current STUN total only when referencing the REC chart. So if he was at -12 STUN (normally "recover once per Turn), you'd add +25 and he'd be at +13 STUN for purposes of figuring how fast he Recovers (every Phase).

 

He could be put down with difficulty, but was almost impossible to keep down.

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