Val Char Cost Roll Notes 20/45 STR 10 13-/18- Lift 400 kg/12.8tons; 4d6/9d6 HTH Damage; [2] 20 DEX 30 13- OCV 7 DCV 7 20/28 CON 20 13-/15- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 14 EGO 8 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 7/23 PD 3 Total: 7/23 PD (0/16 rPD) 7/23 ED 3 Total: 7/23 ED (0/16 rED) 4/6 SPD 10 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12 8/15 REC 0 39 END 0 32/47 STUN 0 Total Characteristic Cost: 106 Movement: Running: 6"/16"/24"/64" Swimming: 2"/4" Leaping: 4"/8" Cost Powers 10 Miraclo Pill: Elemental Control, 30-point powers, all slots 3 Continuing Charges lasting 1 Hour each (+1/4) (15 Active Points); all slots Slightly (-1/4), IIF (-1/4) Note: After taking a Miraclo, Rex must wait one hour before taking another. 6 1) +25 STR, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), No Figured Characteristics (-1/2), Slightly (-1/4), Slightly (-1/4) 6 2) +8 CON, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), No Figured Characteristics (-1/2), Slightly (-1/4), Slightly (-1/4) 7 3) +2 SPD, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4) 7 4) +7 REC, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4) 7 5) +15 STUN, 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4) 7 6) Armor (16 PD/0 ED), 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4) 7 7) Armor (0 PD/16 ED), 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4) 7 8) Running +10" (6"/16" total), Improved Noncombat Movement (x4), 3 Continuing Charges lasting 20 Minutes each (+0); IAF (-1/2), Slightly (-1/4), Slightly (-1/4) Martial Arts: Comic Book Martial Arts Maneuver OCV DCV Notes 4 1) Punch +0 +2 6d6/11d6 Strike 5 2) Kick -2 +1 8d6/13d6 Strike 4 3) Block +2 +2 Block, Abort 3 4) Throw +0 +1 4d6/9d6 +v/5, Target Falls 4 5) Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Knockback Resistance -3", 3 Continuing Charges lasting 1 Hour each (+0); IAF (Miraclo Pill; -1/2) Perks 4 Contact: All-Star Squadron 13- 3 Contact: Bannerman Chemical 12- 10 Money: Wealthy Skills 2 AK: New York City 11- 6 Chemistry 16- 5 Interrogation 13- 3 Inventor 13- Total Powers & Skill Cost: 122 Total Cost: 227 100+ Disadvantages 15 Dependence: Miraclo; Takes 3d6 Damage, Uncommon, 1 Day 5 Hunted: Dr. Bannermain: 11- (Less Powerful, NCI, Watching) 15 Psychological Limitation: Addicted to Miraclo (Common, Strong) 15 Psychological Limitation: Code Against Killing (Common, Strong) 20 Psychological Limitation: Driven to Protect Innocents (Common, Total) 15 Psychological Limitation: Honorable (Common, Strong) 15 Social Limitation: Secret Identity—Rex Tyler (Frequently, Major) 27 Experience Points Total Disadvantage Points: 227
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