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Richard Mead
Cost Characteristic Value Roll Notes
70 STR 80 25- Lift: 1.6ktons; HTH: 16d6; END: [8]
39 DEX 23 14- OCV: 8  DCV: 8
120 CON 70 23-
30 BODY 25 14-
-2 INT 8 11- PER Roll: 11-
-4 EGO 8 11- ECV: 3; Mental Defense: 0
15 PRE 25 14- PRE Attack: 5d6
0 COM 10 11-
14 PD 30   Total: 30 PD (30 rPD)
16 ED 30   Total: 30 ED (30 rED)
17 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 30   Running: 12" / 24"
0 END 140   Swimming: 2" / 4"
0 STUN 100  
Unstoppable | Summary
Real Name: Richard Mead Hair Color: Bald
Concept: Brick Eye Color: Black
Affiliation: Solo Height & Weight: 8' 0" (2.44 m) / 500 lbs (22.80 kg)
Played By: NPC Nationality: American
Created By: Noah Thorp Place of Birth: Seattle, Washington
GM: NPC Date of Birth: Novemeber 11, 1981
Cost Powers END
90 Brick Tricks: Multipower, 90-point reserve
4u 1) Armsweep: For Up To 80 STR, Area Of Effect (up to One Hex; +1/2) (40 Active Points)
1u 2) Augmented Haymakers: Hand-To-Hand Attack +4d6 (20 Active Points); Conditional Power Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 2
2u 3) Barrier Penetration: For Up To 80 STR, Indirect ( Same origin, always fired away from attacker; +1/4) (20 Active Points)
4u 4) Bearhug: Energy Blast 8d6, No Normal Defense (+1) (80 Active Points); No Range (-1/2), Conditional Power Must Follow Grab (-1/2) 8
3u 5) Crack the Whip: Energy Blast 8d6, Indirect ( Any origin, always fired away from attacker; +1/2) (60 Active Points); OIF-Appropriate Materials of Opportunity (-1/2), Limited Range (Limited to the length of "Whip"; -1/4), Conditional Power Only Versus Properly-Positioned Targets (-1/4) 6
4u 6) Crushing Grip: Killing Attack - Ranged 2d6, No Normal Defense (+1), Does BODY (+1) (90 Active Points); No Range (-1/2), Conditional Power Must Follow Grab (-1/2) 9
6u 7) Distance Punch: For Up To 80 STR, Double Knockback (+3/4) (60 Active Points)
4u 8) Irresistable Strength: For Up To 80 STR, Penetrating (+1/2) (40 Active Points)
6u 9) Muscle-Tearing Grip: Drain STR 3d6, Delayed Return Rate (points return at the rate of 5 per Month; +2) (90 Active Points); Conditional Power Must Follow Grab (-1/2) 9
3u 10) Numbing Grip: Drain DEX 4d6, Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (70 Active Points); Conditional Power Only Affects One Limb (-1), Conditional Power Must Follow Grab (-1/2) 7
3u 11) One Man Army: For Up To 80 STR, Area Of Effect (up to 8" Radius; +1) (80 Active Points); Conditional Power Only Works Wehn Performing A Move Through (-1), Conditional Power Only Versus Groups of Normal-STR People (-1/2) 8
3u 12) Shockwave: For Up To 80 STR, Hole In The Middle (+1/4), Explosion (+1/2) (60 Active Points); Extra Time (Full Phase, -1/2), Conditional Power Only Affects Targets On The Ground (-1/4) 6
2u 13) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (+1/2) (48 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 5
20 Bracing: Knockback Resistance -10"
10 Breakout: +20 STR (20 Active Points); Conditional Power Only to Escape from Grabs/Entangles (-1) 2
12 Charge!: Running +6" (12" total) 1
38 Mile-Long Leaps: Leaping +18" (34" forward, 17" upward) (x32 Noncombat) 4
2 Mutate: Life Support (Safe in High Radiation)
60 Supertough Body: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)
20 Supertough Form I: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10)
15 Supertough Form II: Power Defense (15 points)
30 Supertough Skin: Damage Resistance (30 PD/30 ED)
Cost Skills
3 Breakfall 14-
3 Climbing 14-
15 +3 with HTH Combat
10 Defense Maneuver I-IV
0 Everyman Skills
AK: Seattle, Washington 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Brute 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
5 Rapid Attack (HTH)
3 Stealth 14-
4 Survival (Arctic/Subarctic, Mountain) 11-
400+ Disadvantages
25 Distinctive Features: Monstrous Appearance
35 Enraged: Berserk When Taunted, go 11-, recover 11-, Berserk
20 Hunted: Europol 8-
20 Hunted: Sanction 8-
15 Psychological Limitation: Anti Social And Mean
20 Psychological Limitation: Considers Himself A Monster
15 Psychological Limitation: Gullible
15 Reputation: Stupid, Destructive Super-Strongman, 11- (Extreme)
20 Social Limitation: Permanent Identity
115 Experience Points
Unstoppable | Points Summary
Characteristics Cost: 315 Base Points: 400
Powers Cost: 342 Disadvantages: 185
Talents Cost: 0 Total Experience: 115
Perks Cost: 0 Spent Experience: 115
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 43 Total Points: 700

Richard Mead was a construction worker who was working on the Apache Bluffs nuclear power plant. Unknown to him, a group of terrorists had sabotage the reactor. One day, when Richard was working on the reactor a leak devolped in the reactor, and Richard was bombarded with a large does of radiation. However, instead of killing him outright, the radiation mutated his body totally out of control. Richard became a super-humanly powerful being. The pain from the mutation was excrutionating and Richard went on a rampage. Only a few were able to escape his frenzy. After leveling the entire power plant, Richard fled.

He has traveled all over the country, always causing destruction in his wake. Many super-heroes have tried to capture him, but not have been successful. Richard has been dubbed "Unstoppable" by the press. Super-villains have used Unstoppable in the past, but he doesn't remain in any place long. He's always wandering never staying in one place long.


Not much is left of the original Richard Mead. Unstoppable is a brutish individual, given to violent outbursts. He's quite aware that he's a monster, and plays the destructive monster for all its worth. It takes very little to get Unstoppable into berserk rage, taunting him is probably the easiest.

Other super-villains have used guile on Unstoppable to get him to do their bidding. Unstoppable isn't very bright, and is easily fooled. Mentalists seem to have easiest time dealing with Unstoppable.


"Will pound you!"


The radiation accident has turned Richard into a super-human powerhouse. He's super-humanly strong, able to resist almost any injury, and is a lot faster than a person his size probably should be. If there is one thing that Unstoppable is good at it is causing massive destruction. Unstoppable isn't subtle, if an attack doesn't work then he'll unleash an even more destructive attack.


Unstoppable is a huge individual with bulging muscles all over his body. The radiation accident has caused all of his veins to bulge out, and they now appear to be black lines that criss-cross his body. Even his eyes have become black pools. They seem to flash when he's angered. Unstoppable wears a black jumpsuit for a costume, along with matching boots and gloves. He was given the costume by a super-villain that he once served. The chest of the jumpsuit is open in the front revealing his inhumanly muscular chest. Otherwise Unstoppable is totally hairless.