Battlestar II
Identity:
Side: Good
Affiliation: The Sentinels
Sex: Male
Age: 31
Level: 13
Training: Endurance
Powers:
1. Physical Mutation: Enhanced Physique: +8 STR, END, AGL.
2. Heightened Defense: -4 to be hit while conscious and mobile.
3. Willpower A: PR=1 per turn when used as a defense.
4. Natural Weaponry (Unarmed Combat Training): +3 to hit, +6 HTH Damage.
5. Regeneration (Modified): He heals at 3x his normal healing rate.
6. Heightened Expertise: +4 with everything.
7. Invulnerability (Device): Armored Costume: 14 points per turn.
8. Special Requirement: Requires special drug treatments every few weeks.
Equipment:
Comm Link: 1 mile range secure radio transmitter/receiver.
Weight: 180 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 23
Endurance: 25
Agility: 21
Intelligence: 11
Charisma: 13
Reactions from Good: +1 / Evil: -1
Hit Mods: (1.8)(3)(1)(2.2) = 11.88
Hit Points: 48
Healing Rate: 8.4
Power: 80
Damage Mod.: +2
Accuracy: +4
Carrying Capacity: 1,320 lbs.
Basic HTH Damage: 1d10
Movement Rates: 69" ground
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 14.3
Inventing: 33%
Origin/Background: A former US Army Officer, he's the second man to carry the name Battlestar (The 1st, Major Mark Roberts, disappeared on a mission 5 years ago, and hasn't been seen since), he's the latest in a long line of government created super solders, stretching back to WWII.
Personality/Character Traits: Level-headed, and calm under pressure, he's the type of person that inspires confidence in others. A man of his word, he'd rather die than break his word. While successfully completing his mission is important, the safety of "his people" will always be paramount.