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Thundarr
A 688 points Character
| Dex: 06 | Str: 05 | Bod: 05 | Motivation: Seeking Justice |
| Int: 04 | Wil: 10 | Min: 06 | Occupation: Adventurer, Freedom Fighter |
| Inf: 06 | Aur: 04 | Spi: 06 | Resources {or Wealth}: 000 |
| Init: 016 | HP: 060 |
Skills: Acrobatics (Climbing, Athletics): 08, Animal Handling: 06, Military Science (Tracking): 04, Thief (Stealth)*: 06, Weaponry: 04, Weaponry (Melee): 08
Advantages: Iron Nerves; Languages: Mok (Thundarr understand’s the Mok language but only speaks English himself)
Connections: Ariel (High), Ookla (High)
Drawbacks: Enemy (Gemini the Wizard), Minor Irrational hatred of Wizards, Minor Miscellaneous: Thundarr is Illiterate.
Equipment:
- Sunsword [BODY10, Cling: 05, Energy Absorption (Magic Energy): 07, Energy Blast: 13, Flash: 02, Reflection/Deflection: 07, Bonuses and Limitations — Energy Blast has no AV and no range. Energy Blast can be used to block energy attacks as if it were a solid object with BODY APs equal to Energy Blast (+2 FC). Cling only allows the Sunsword’s hilt to rest on Thundarr’s wristband. Flash cannot be used to attack, it only provides steady illumination up to the range of 02 APs and is elementally linked to Energy Blast. The Sunsword may only be used by the one who recharges it in the Pool of Power. If someone else holds the Sunsword its blade will not extend.]
- White Horse:
A Pet costing 73 HPsDex: 02 Str: 04 Bod: 05 Motivation: Equine Int: 01 Wil: 01 Min: 02 Occupation: Horse Inf: 00 Aur: 00 Spi: 01 Resources {or Wealth}: N.A. Init: 003 HP: 000 Powers: Running: 05
Jump !
In the earliest episodes there was good reason to give Thundarr the Jumping power with the Catfall Bonus, Only Useable With the Catfall Bonus. Thundarr could fall from ANY height without worry and land on his feet or on the back of his horse. The farthest jump being from a rocket headed for outerspace. He and his companions leapt from it on horseback and landed in the ocean unhurt. In later episodes Thundarr is more concerned when falling and takes measures to save himself.
When looking at Thundarr’s incredible ability to leap from any height without harm, I came to the Jumping AP value of 08 because 07 is maximum falling AP value within Earth’s atmosphere. If GM’s want to incorporate this they should add it but I don’t think it was the intention of the writers at the time, so it’s not included in this writeup.
Powers: Jumping: 07
Bonuses and Limitations: Jumping has the Catfall bonus. Jumping may only be used at 01 AP unless using the catfall bonus. Jumping is Usable on others, those who jump with him, but Thundarr does not lose the use of the power himself.
Game Stats — DC Adventures
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Thundarr — Averaged PL 10.4
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 04 | 03 | 04 | 01 | 06 | 01 | 03 | 02 |
Superior blocking ● 4 points (Easily Removable - requires the Sun Sword or durable blocking object) ● Descriptor: Skill
Deflection 11, Limited 1 (to Energy Descriptor), Reduced Range, Reflect
Sun Sword ● 13 points (Easily Removable) ● Descriptor: Super-science
- Energy blade — Energy Damage 13, Enhanced Feat (Weapon Break)
- Energy glow — Environment (Light) 1, improves illumination by one step
- Energy absorption — Impervious Protection 6, Impervious Toughness 6, Sustained (all are Limited 2 to Magical Energy)
Close Attack 3, Defensive Roll 3, Fearless, Improved Smash, Power Attack, Ranged Combat 4, Takedown, Weapon Break (w/Sunsword)
Beginner’s Luck, Extraordinary Effort, Languages 1 (Mok), Second Chance (Tumbling), Tracking
Acrobatics 7 (+11), Athletics 7 (+11), Close Combat (Swords) 3 (+12), Deception 3 (+5), Expertise (Cowards) 2 (+3), Expertise (Riding) 8 (+9), Expertise (Animal Training) 8 (+9), Insight 5 (+7), Perception 4 (+7), Persuasion 1 (+3), Stealth 5 (+9)
| Initiative +4 |
| Unarmed +9, Close, Damage 4 |
| Sun Sword +12, Close, Damage 13 |
| Dodge | 10 | Fortitude | 7 |
| Parry | 10 | Toughness | 6/3* |
| Will | 9 |
No Wizard Commands Thundarr Thundarr hates wizards, and will not miss any opportunity to attack or insult one. This prejudice does not extend to Ariel. Presumably, his hatred only extends to wizards who use their unnatural powers to dominate others.
Enemy Gemini, among others.
Illiterate Thundarr cannot read, nor would he wish to.
Relationships Thundarr is a steadfast friend of Ookla and Ariel, and would never abandon them for any reason.
You Can’t Fight a Whole City, Thundarr Thundarr is a man of action. Planning is antithetical to his free spirit, and he sometimes acts with rash overconfidence. In his better moments, he acts with the ordinary sort of overconfidence. He considers himself invincible, and an expert on virtually anything he considers worth doing.
Seeking Justice Thundarr opposes all those who would enslave others.
Trade-off areas Attack & Effect PL 13, Dodge/Toughness PL 8 (11 vs. magic), Parry/Toughness PL 8 (11 vs. magic),, Fort & Will PL 8
Point total 131 Abilities 48, Defences 20, Skills 27, Powers 4, Devices 13, Advantages 19. Equiv. PL 9.
Thundar’s Superior Blocking primarily reflects his expertise with the Sunsword; however, he can block effectively with any suitably durable object, such as a car door or a copper American penny grown to gargantuan size. His Extraordinary Effort reflects his frankly obscene physical feats. Second Chance (Tumbling) allows him to reliably fall from almost any height. Thanks to his Beginner’s Luck, he can, in a pinch, fly a helicopter, sabotage complex machinery, or even (in truly desperate circumstances) persuade others to help him.
Thundarr has an Expertise in identifying cowards and their characteristics. For instance, he knows that the death machines of cowards are of no use against him, is able to identify cowardly uses of sorcery, etc.
Giddyup !
HEAVY WARHORSE PL 5
STR 4, STA 4, AGI 2, DEX 0, FGT 3, INT -4, AWE 1, PRE -2
Powers: Growth 4 (Permanent, Innate), Senses 2 (Low-Light Vision; Accurate Smell), Speed 1
Skills: Close Combat: Unarmed 3 (+6), Perception 5 (+6)
Offense: Init +2, Unarmed +6 (Damage 4), Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 5, Will 3
Totals: Abilities 0 + Powers 12 + Skills 4 + Defenses 9 = 25 points
