T.H.U.G.E.E. Created by Killer Shrike 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [0]
17 DEX 10 21 17 12- OCV 6 DCV 6
30 CON 10 40 30 15-
30 BODY 10 40 30 15-
7 INT 10 -3 7 10- PER Roll 11-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
10 PD 6 4 10 10 PD (10 rPD)
10 ED 6 4 10 10 ED (10 rED)
5 SPD 2.7 23 5 Phases: 3, 5, 8, 10, 12
12 REC 12 0 12
0 END 60 -30 0
60 STUN 60 0 60
12" Running 6 0 12"
2" Swimming 2 0 2"
4"/2"" Leaping 6 -2 4" 147 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 12" [24" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 4"
V. Leap (3") 2"
EXPERIENCE POINTS
Total earned: 250
Spent: 250
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 600
APPEARANCE
Hair Color:  None
Eye Color:  Red
Height:  6' 6"
Weight:  300 lbs
Description:
T.H.U.G.'s are large but not gigantic robots with a humanoid exo-shell and an indo-skeleton. The wears no clothes, have no features, and have very limited speech capabilities.

 T.H.U.G.E.E. Created by Killer Shrike 
DEFENSES
Type Amount Notes
Physical Defense 10 Current BODY:
Res. Phys. Defense 10 (30)
Energy Defense 10 Current END:
Res. Energy Defense 10 (0)
Mental Defense 0 Current STUN:
Power Defense 0 (60)
STUNTS & FIGHTING STYLE
Blast anything that moves.
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+1 with DCV
+2 with All Combat
+2 with Ranged 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
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 T.H.U.G.E.E. Created by Killer Shrike 
SUPERPOWERS!
Cost  Power END
10 Easy To Repair:  +10 with Mechanics, UBO (+1/4), Inherent (+1/4), Persistent (+1/2) (40 Active Points); Only Usable By Others (-2), Only to Repair Self (-1)
14 Easy To Repair:  Healing 2 BODY, UBO (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (Character May Take No Other Actions; -1 1/2), Self Only (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Mechanics; -1/4)
Notes: No Healing Max (see FREd p. 120).
0
Energy Force Cannons Multipower
72 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +1/2) (90 Active Points); all slots Restrainable (By EMP Pulses; -1/4)
5u   1)   Force Blast:  Energy Blast 12d6 (vs. ED) (60 Active Points) 0
5u   2)   Force Burst:  Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points) 0
2u   3)   Force Phased Blast:  Energy Blast 5d6 (vs. ED), Autofire (3 shots; +1/4) (31 Active Points) 0
5u   4)   Force Torrent:  Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) 0
8 Heavy Frame:  Knockback Resistance -4" 0
24 Metal Body:  Energy Damage Reduction, Resistant, 50% (30 Active Points); Visible (-1/4) 0
24 Metal Body:  Physical Damage Reduction, Resistant, 50% (30 Active Points); Visible (-1/4) 0
10 Robot Body:  (Total: 10 Active Cost, 10 Real Cost) Lack Of Weakness (-5) for Normal Defense (Real Cost: 5)
plus
Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5)
0
8 Robot Body:  Damage Resistance (10 PD/10 ED) (10 Active Points); Visible (-1/4) 0
Servo-Powered Multipower
30 Multipower, 37-point reserve, (37 Active Points); all slots Restrainable (By EMP Pulses; -1/4)
3u   1)   Servo-powered Rending:  Killing Attack - Hand-To-Hand 2d6-1 (3d6+1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (37 Active Points) 0
3u   2)   Unforgiving Metal:  Double Knockback on up to 30 STR, Reduced Endurance (0 END; +1/2) (33 Active Points) 0
Robot
2   1)   Auditory Sensors:  Ultrasonic Perception (Hearing Group) (3 Active Points) 0
4   2)   On-board Interface:  Computer Link (5 Active Points)
12   3)   Radar Array:  Radar (Radio Group) (15 Active Points) 0
10   4)   Radio Sensors:  High Range Radio Perception (Radio Group) (12 Active Points) 0
36   5)   Robot Body:  Life Support (Total) (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (45 Active Points) 0
2   6)   Sensor Enhancements:  +1 PER with All Sense Groups (3 Active Points) 0
12   7)   Sonar Sensors:  Active Sonar (Hearing Group) (15 Active Points) 0
17   8)   Tireless Robot Legs:  Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points)
1   9)   Tireless:  Reduced Endurance (0 END; +1/2) (1 Active Points) applied to Swimming
6   10)   Tireless:  Reduced Endurance (0 END; +1/2) (15 Active Points) applied to STR
1   11)   Tireless:  Reduced Endurance (0 END; +1/2) (2 Active Points) applied to Leaping
27   12)   Visual Sensors:  (Total: 34 Active Cost, 27 Real Cost) Infrared Perception (Sight Group) (5 Active Points) (Real Cost: 4)
plus
Ultraviolet Perception (Sight Group) (5 Active Points) (Real Cost: 4)
plus
Microscopic ( x1,000) with Sight Group (15 Active Points) (Real Cost: 12)
plus
+6 versus Range Modifier for Sight Group (9 Active Points) (Real Cost: 7)
0
353 Total Powers Cost

 T.H.U.G.E.E. Created by Killer Shrike 
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
5 +1 with DCV
16 +2 with All Combat
10 +2 with Ranged Combat
5 Memory Banks: Cramming
3 Combat Driving 12-
3 Combat Piloting 12-
14 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 12-
3 Cryptography 10-
3 Mechanics 10-
3 Navigation 10-
3 Security Systems 10-
3 Systems Operation 10-
5 Teamwork 13-
76 Total Skills Cost
TALENTS
Cost  Name
On-board Computer System, all slots Restrainable (By EMP Pulses; -1/4)
2
1) Absolute Range Sense (3 Active Points)
2
2) Absolute Time Sense (3 Active Points)
2
3) Bump Of Direction (3 Active Points)
2
4) Lightning Calculator (3 Active Points)
16
5) Universal Translator 10- (20 Active Points)
24 Total Talents Cost
SUPERVILLAINOUS HINDRANCES
Cost  Disadvantage
15 Accidental Change: When STUN At 15 or Less May Change To Shutdown State Until RECOVERED 11- (Common)
20 DF: Big Hulking Metal Thing (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 DNPC: Programmed To Protect Robert Zuckert 11- (Normal; Useful Noncombat Position or Skills)
15 Enraged: Programmed To Defend Robert Zuckert (Uncommon), go 11-, recover 11-
10 Money: Destitute
5 Phys. Lim.: Affected As Both Normal And Machine Class Of Minds (Infrequently, Slightly Impairing)
5 Phys. Lim.: Cannot Handle Fragile Items (Infrequently, Slightly Impairing)
20 Phys. Lim.: Lacks Emotions (All the Time, Greatly Impairing)
25 Psych. Lim.: Obey Robert Zuckert (Very Common, Total)
5 Reputation: Dangerous Robot, 8-
20 Vulnerability: 2x STUN Gravity, Magnetic Or Electrical Attacks Common
150 Total Disadvantages Cost

 T.H.U.G.E.E. Created by Killer Shrike 
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 6" Hair: None
Weight: 300 lbs Eyes: Red
T.H.U.G.'s are large but not gigantic robots with a humanoid exo-shell and an indo-skeleton. The wears no clothes, have no features, and have very limited speech capabilities.
PERSONALITY & MOTIVATION
T.H.U.G units have no emotions. They are programmed to obey their purchaser (and, secretly, Dr. Zuckert as well) to the letter. The T.H.U.G. units will protect their owner with their own 'life' if need be.
CATCH PHRASE(S)
"....."
POWERS & SPECIAL EFFECTS
Highly-resistant-to-harm metal robots, with an internal power source and an array of computerized features. Primary tactic is to simply beat and rend opponents, very straight forward, but as they continue to learn-by-experience their tactics may become more elegant individually.

The T.H.U.G. units' one significant weakness is that their power supply and circuitry are vulnerable to EMP Pulses. An EMP Pulse can shut them down completely for a period of time determined by the GM (the Restrainable by EMP Pulse Lim on most of the Powers).

Also, if a T.H.U.G.'s system sustains too much disruption (tracked by STUN) they sometimes go into a SHUTDOWN state which translates into doing nothing but taking Recoveries until STUN has increased to 30 or higher.

T.H.U.G.'s were designed to be field tactical war machines, and are thus constructed in such a way as to be very easy to repair and kit-bash back into working condition. To demonstrate this, they have REGENERATION requiring a Mechanics skill roll with UBO to indicate that someone else can make the Mechanics roll, and grants +10 to anyone elses Mechanics roll for this purpose. T.H.U.G. units can perform some minor repairs on themselves as well (has the Mechanics Skill) but are limited in what they can fix (an individual T.H.U.G. does not benefit from the +10 to Mechanics Roll to repair themselves).

In addition to the standard features, Energy Emmiting T.H.U.G.s (T.H.U.G.E.E.) are equipped with force blasters integrated with the visual receptors (eyes).

NOTE to GM: Individually THUG's are not that dangerous, despite their high point total -- a lot of points are sunk in modeling the "robot" basics -- but in twos and threes working together to take down a HERO they are hard to put down.

 T.H.U.G.E.E. Created by Killer Shrike 
ORIGIN
Dr. Robert Zuckert is a genius when it comes to robotics and an idiot when it comes to everything else. An irracible man prone to drastic actions at the slightest provocation, when his revolutionary work on a perfect robotic self-teaching soldier/servitor was budget-cut by the American Government the agitated Dr. Zuckert fled his lab with the schematics and the prototype unit, and turned to a life of crime to generate cash so that he may continue his research.

Using some shady contacts he had made in the past in the acquisition of high-tech bits from questionable sources, Dr. Zuckert was able to land some contracts for criminal work, which he commanded the T.H.U.G. robot to carry out. The first few jobs went off well, and Dr. Zuckert came to the attention of Enforcers Inc. The T.H.U.G. prototype worked several smaller contracts for the firm, and performed flawlessly.


Subsequently Enforcers Inc. contracted with Zuckert for a full line of the robots, 50 units to start with and more contingent upon success. Dr. Zuckert made several subtle improvements in the robot's design based upon the "field trials" (aka criminal activities) the prototype underwent, and soon started turning out the contracted units from a secret warehouse in Dearborne, outside of Millennium City. In addition to the basic unit, Zuckert has also developed a couple of major variants as well.
Character created with Hero Designer (version 2006053109)