Name: Tundro Val Char Cost 45* STR 15 17 DEX 21 35 CON 50 34* BODY 40 6 INT -4 12 EGO 4 30 PRE 20 8 COM -1 15 PD 10 15 ED 8 3 SPD 3 12 REC 70 END 65* STUN *Bonuses for Growth included Characteristic Rolls: STR: 18-, DEX: 12-, CON: 16-, INT: 10-, EGO: 11-, PER: 12- Run: 15", Swim: 2", Jump: 9", Lift: 12.5 tons Cost Powers END/Roll 27 Growth (20 points), +1/2 adv 0 END, +1/2 adv Persistent, -1/2 limit Always On; -2 DCV, +2 vs. PER Rolls, +1" Reach, -4" KB 12 1D6 HKA Horns, -1/4 limit Reduced Penetration (2x1/2D6; 2x1D6 with STR) 30 6D6 EB, +1/2 adv Explosion, -1/2 limit 2x END Cost (8 END) 45 Armor 15PD/15ED 20 50% Physical Damage Reduction, Resistant, -1/2 limit Activates 14- 10 25% Energy Damage Reduction, Resistant, -1/2 limit Activates 14- 18 +9" Running (Total 15") 5 Extra Limbs 10 Power Defense 10 Mental Defense 6 +2 PER, All Senses 10 Tracking Scent 5 Discriminatory Smell Cost Skills, Talents, Perks Roll 3 Martial Throw, +1 DCV, STR + v/5; opponent falls 3 Concealment 2 AK: Amzot 11- 2 KS: Herculoid Battle Tactics 11- 0 LS: Amzotian, native 15 +3 with Hand-to-Hand Combat 100+ Disadvantages 20 Ceratopian Caterpillar Thing, not concealable, causes fear 15 No Manipulation, frequently, greatly 25 Hunted 14-: Weird Invader of the Week, more powerful 10 Watched 11-: Zandor, other Herculoids 10 Reputation 11-: Guardian of Amzot 20 Protects Zandor and Family, total 15 Protects Other Herculoids, common, strong -- 115 pts. 15 OCV: 6 (9 w/ HTH combat); DCV: 4; ECV: 4; Mental Def.: 12; Phases: 4, 8, 12 PD/rPD: 15/15; ED/rED: 15/15 Costs: Char.: 166 Disad.: Powers: + 233 Base: + 100 Exp.: + Total: = 399 Total: = 399 Source: "The Herculoids," Hanna-Barbera, 1967 Background: As with the other Herculoids, we aren't told what Tundro is or where he comes from. The mechanism that enables him to fire volatile minerals from his longest horn is never explained. This talent essentially makes him a living tank. In new episodes produced during the 1980s, some sort of machinery or circuitry was shown beneath Tundro's battle wounds, implying that he might be a robot or a cyborg animal. The original series, however, gave no reason to doubt that he is entirely biological. In combat, Tundro typically fires off a salvo of rocks to soften up his foes then charges in to finish them off at close quarters. He sometimes coordinates these energy blasts with Zandor's or Zok's shots but is more likely to wade into battle on his own. Powers and Abilities: Other than his ability to launch explosive rocks out of his forehead, Tundro is similar to a terrestrial triceratops. He's strong, fast, and attacks either by goring with his horns or by catching and tossing his opponent with them. His armored body is extremely hard to damage. The 14- Activation on his Damage Reduction represents the vulnerable joints in his segmented body; a lucky blow or shot to these areas can get past at least part of his defenses. Despite his bulk, Tundro's powerful legs enable him to make amazing leaps, much like an Earth armadillo. He can jump more than 50 feet with a running start, or almost 30 feet straight up from a standing position. The stolid beast is the least intelligent of the Herculoids. Ironically, this gives Tundro a degree of Mental Defense. He's simply too slow-witted to respond readily to psychic attacks. He does, however, have keen senses and is able to track people and vehicles by scent. Disadvantages: Height: cm (8' 5" at the shoulder), Weight: 1,600 kg ( lbs), Sex: Male, Race: God Only Knows Appearance: Tundro is a massive horned creature that looks as if some demented god threw a ceratopian dinosaur, a rhinocerous, and a giant centipede into a blender. His tri-segmented body stands eight feet high at the shoulder and is supported by ten elephantine legs. Tundro's beaked head supports four horns arranged along the center line of his nose. The longest of these, located between his eyes, is hollow and fires exploding rocks of the same type that Zandor's uses with his slingshot . ============== Hero System write-up by Kevin Scrivner