Robert Caldwell
Status: Available
System: Heroes Unlimited 2e
Robert Caldwell was a character inspired by the movie Mystery Men, so much so that his backstory contains elements of the movie. In particular, he was designed as a character who would have appeared after Captain Amazing was killed, having been part of the first wave of police trained and equipped to deal with superhuman threats. He's suitable for any comic book universe that has super-powers operating openly, such as those of Marvel, DC, Malibu, and Image with little to no alteration to the character himself.
Sadly, I haven't had much of a chance to actually play him. The one game I was going to use him in died before I could introduce him. I would love a chance to bring him out for a game, perhaps even going so far as to convert him to another system (GURPS and Tri-Stat/BESM come to mind).
Power Category: Hardware: Weapons Expert
Education Level: Trade school (Police SWAT Academy)
Level: 2
Exp: 3,450
Needed: 4,600
Gender: Male
From: Champion City (modify as appropriate)
Native Language: English
Age: 22
Height: 6' 4"
Weight: 230 lbs.
Eyes: Brown
Hair: Brown
Alignment: Scrupulous
IQ: 14
ME: 12
MA: 11
PS: 21 Lift: 840 lbs. Carry: 420 lbs.
PP: 23
PE: 15
PB: 11
Spd: 31 Run: mph: 25 ft/melee: 155 ft/action: 31
HP: 19
SDC: 80
PPE: 6
HF: 8
Money: $2,000
- Automatic Skills:
- Pilot Automobile: 60%
- Basic Math: 60%
- Language: English: 75%
- Literacy: English: 50%
- Power Category Skills:
- Sniper
- WP: Revolver
- WP: Automatic Pistol
- WP: Automatic Rifle
- WP: Bolt-Action Rifle
- WP: Energy Rifle
- WP: Shotgun
- WP: Heavy
- WP: Whip
- WP: Sword
- Demolitions: 87%
- Demolitions Disposal: 87%
- Find Contraband: 50%
- Basic Electronics: 45%
- Basic Mechanics: 55%
- Make & Modify Weapons: 86%
- Recognize Weapon Quality: 30% (sight), 55% (examination)
- Sharpshooting
- Paired Firearms
- Quick-Draw Initiative
- Scholastic Skills:
- Police/Law Enforcement Skill Program
- Radio: Basic: 65%
- Criminal Science: 55%
- Law (general): 45%
- Intelligence: 51%
- Physical/Athletic Skill Program:
- Body Building
- Boxing
- Wrestling
- Prowl: 45%
- Secondary Skills:
- Hand to Hand: Martial Arts
- Play Musical Instrument: Clarinet: 40%
- First Aid: 50%
- Athletics
- Running
- Cardshark: 28%
- Streetwise: 24%
- Combat Bonuses:
- Attacks/Melee: 5
-
- w/ Guns: 6
- w/ Sharpshooting: 7
- Initiative: +2
- w/ Quick Draw: +3
- Strike: +6
-
- Aimed: +2
- w/ Automatic Pistol: +3 aimed, +1 burst
- w/ Automatic Rifle: +3 aimed, +1 burst
- w/ Bolt-Action Rifle: +3 aimed
- w/ Energy Rifle: +3 aimed, +1 burst
- w/ Heavy Weapons: +3 aimed, +1 burst
- w/ Revolver: +4 aimed
- w/ Shotgun: +3 aimed, +1 burst (when applicable)
- w/ Sword: +1
- w/ Whip: +1
- Parry: +10
-
- w/ Sword: +1
- Dodge: +10
- Disarm: +2
-
- w/ Gun, Called shot: +3
- Roll w/ Impact: +6
- Pull Punch: +3
- Pin/Incapacitate: Natural 18, 19, 20
- Knockout: Natural 20
- Damage: +6
-
- Backhand: 1D6
- Punch: 1D4
- Elbow/Forearm: 1D6
- Kick: 2D4
- Knee: 1D6
- Body Block/Tackle: 1D4
- Crush/Squeeze: 1D4
- Saving Throws:
- vs. Horror Factor: +1
- Equipment:
- 2 pair handcuffs
- 40 ft. rope
- Utility belt
- Backpack
- Duffle bag
- Magnifying lens (for detail work)
- Pen-sized flashlight
- Full-sized flashlight
- Binoculars
- Pocket tape recorder
- 35mm camera
- Telescopic Weapon Sight
- Passive Night Vision Weapon Sight
- Field Radio
- Well-Stocked Workshop at home
- Armor:
-
- Hard Armor, Full Suit
- AR: 16
- SDC: 260
- Wt: 20 lbs.
- Movement Penalty: -15%
- Weapons:
-
- Brass Knuckles
- Damage: 1D6
- Survival Knife
- Damage: 1D6
- Longsword
- Damage: 1D8+2
- Steel Whip
- Damage: 2D6
- 88mm "Vehicle Stopper" Pistol
- Damage: 3D6 x 20 SDC
- Range: 240 ft.
- Feed: 1
- Ammo: 5 rounds regular explosive
- Colt .45 Automatic Pistol
- Cartridge: .45 ACP
- Damage: 4D6
- PV: 4
- Feed: 6 round box mag
- Range: 160 ft.
- Rate of Fire: Semi-Auto
- Ammo: 5 clips regular ammo, 5 clips glaser, 5 clips dum-dums
- SAR-21 Assault Rifle
- Cartridge: 5.56mm
- Damage: 3D6
- PV: 5
- Feed: 30 round box mag
- Range: 1970 ft.
- Rate of Fire: Semi-Auto, 3-round burst
- Ammo: 5 clips regular ammo, 5 clips glaser, 5 clips dum-dums
- Ed Brown Tactical .308 Sniper Rifle
- Cartridge: .308/7.62mm
- Damage: 4D6
- PV: 5
- Feed: 5 shot box mag
- Range: 3000 ft.
- Rate of Fire: Aimed only
- Ammo: 5 clips regular ammo, 5 clips glaser, 5 clips dum-dums
- Combat Shotgun
- Cartridge: 12 gauge
- Damage: 4D6 buckshot, 5D6 slug
- PV: 4 buckshot, or 5 slug
- Feed: 12 round box mag
- Range: 300 ft.
- Rate of Fire: Single shot only, or 3-round burst
- Ammo: 5 clips slug, 5 clips buckshot, 5 clips rocksalt, 5 clips AP, 5 clips flechette
- PIM203 Underslung Rifle Grenade Launcher
- Caliber: 40mm
- Damage: 1D6 x 10
- Blast Radius: 10 ft.
- Feed: 1
- Range: 1300 ft.
- Ammo: 20 rounds explosive
- MM-1 Multiple Grenade Launcher ("Auto-Chunker")
- Caliber: 40mm
- Damage: 1D6 x 10
- Blast Radius: 10 ft
- Feed: 12
- Range: 1150 ft.
- Ammo: 24 rounds explosive
Back to Top
Back to Index