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Mole Man

Mole Man

Harvey Rubert Elder

F) Gd10
A) Pr4
S) Gd10
E) Rm30
R) Rm30
I) Gd10
P) Rm30

Health: 54 Karma: 70
Resources: N/A Pop: 0

Known Powers:
Abnormal Sensitivity: Although Mole Man has adequate vision in dark places, he is blinded by normal light.
Hyper-Sensitive Hearing: Ty, Enables Mole Man to clearly hear almost any sound at a distance of up to 2 areas.
Hyper-Sensitive Touch: Mole Man can identify substances and items by touch if he is able to make a Green Reason FEAT.
Radar: Ty, similarly to Daredevil’s Radar Sense, but is not as acute.

Equipment:
Costume: Am protection vs. Heat, Fire and Lava
Staff: Am material, Rm Blunt
-In Electrical Discharge
-Rm Flame Generation
-In Light Emission
-In Vibratory Shockwave
Shades: Rm protection from Illumination

Limitations: Is blinded by Ty Illumination, must have his Shades on to see on the surface.

Talents: Subterranean Geography and Geology, Spelunking, Leadership, Weapons Specialist: (Staff), Monster Training

Contacts: None, only his monsters




The Moloids


F) Fe2
A) Ty6
S) Gd10
E) Gd10
R) Ty6
I) Fe2
P) Fe2

Health: 28 Karma: 10
Resources: N/A Pop: N/A

Known Powers:
Night Vision: Ex ability to see in apparent darkness, but are temporarily blinded by normal light.

Equipment:
None

Talents: None

Contacts: Mole Man




Various Other Monsters


F) Rm30
A) Rm30
S) Un100
E) Un100
R) Pr4
I) Pr4
P) Pr4

Health: 260 Karma: 12
Resources: N/A Pop: N/A

Known Powers:
The following powers may vary from monsters:
-Body Armor: Rm vs. Physical, Energy, Shooting and Edge
-Flight: Ex Winged Flight
-Teeth: Rm Edge
-Claws: Am Edge
-Growth: (Permanent) from Ty to Am
Night Vision: Doesn't suffer any penalties in the darkness

Equipment:
None

Talents: None

Contacts: Mole Man