The Hulk is "the big guy" personified. They're bigger and stronger than just about anyone else in the wastes.

The **Bruiser** is an unarmed combat specialist. They'll happily tear you apart with their bare hands. Strength and Striking Strength is key to deal significant damage (note also that the unarmed combat skills give extra damage per dice). Tough skin will give a little extra protection (to help you get close intact), as will combat reflexes and/or High Pain Threshold.

The **Heavy Gunner** uses their high strength to carry and wield mounted weapons as rifles. Heavy weapons are expensive, however, so don't neglect your small arms skills. It's probably best to go with a Guns speciality as your primary skill, since Gunner is only used when you use the weapon *as a mounted weapon* (even the heaviest machine gun goes under Guns(LMG) when it's fired from the hip). Hand cannon allows you wield even heavier weapons.

The **Melee Generalist/Specialist** fights with melee weapons. The only difference is in how specialized you are. For the melee specialist, buying Signature Gear for your favorite hitting stick can help make sure it's always available (especially if it's a really expensive weapon). Extra Attack is expensive, but may be well worth it.^{1} Your main options are Sword-And-Board (one handed weapon and shield/cloak), dual wielding, and zweihander. For Sword-and-Board, Enhanced Block makes you even harder to hurt. For Dual Wielders, Off-Hand Weapon Training or Ambidexterity is a must and Enhanced Parry can come in handy. For Zweihanders, it's a matter of brute strength all the way; many two-handed weapons can only be used to full effect at 18 ST or even higher (Striking strength does count here).

**Attributes:**

Strength (ST)^{2} 15 [45†]

Dexterity (DX)^{3} 12 [40]

Intelligence (IQ)^{4} 10 [0]

Health (HT)^{5} 12 [20]

**Secondary Characteristics:**

Damage: Thr:^{6} 1d+1, Sw:^{7} 2d+1

BL^{8} 45 lbs;

HP^{9} 15 [0]; Will^{10} 11 [5]; Per^{11} 10 [0]; FP^{12} 12 [0]; RP^{13} 13 [0];

Basic Speed^{14} 6.00 [0]; Basic Move^{15} 7‡ [0].

SM^{16}+1‡

† *Cost reduced 10% because of Size.*

‡ *+1 from Gigantism.*

**Advantages:**

- 15 points chosen from among:
- ST +1 [9]†,
- HT +1 [10],
- HP +1 to +4 [2/level],
- RP +1 to +14 [1/level],
- Combat Reflexes [15],
- DR 1 or 2 (Tough Skin) [5 or 10],
- High Pain Threshold [10],
- Penetrating Voice [1],
- Recovery [10],
- Striking ST 1-3 [4.5/level]†.

- Another 30 points chosen from among the previous traits or:
- another +1 to +3 ST [9/level]†,
- DX +1 [20],
- Will +1 to +3 [5/level],
- Per +1 or +2 [5 or 10],
- Alcohol Tolerance [1],
- Allies (Gang members, followers, etc.; Built on 50%; 9, 12, or 15 or less) [2, 4, or 6],
- Breath Holding 1 [2],
- Danger Sense [15],
- Daredevil [15],
- Enhanced Block 1 (Shields or Cloaks) [5],
- Enhanced Parry 1 (Bare Hands or One Weapon) or (All Weapons) [5 or 10],
- Extra Attack 1 [25],
- Favor [Varies],
- Fearlessness [2/level] or Unfazeable [15],
- Fit [5] or Very Fit [15],
- Gunslinger [25],
- Hand Cannon 1 or 2 [1 or 2],
- Hard to Kill [2/level],
- Hard to Subdue [2/level],
- Improvised Weapons (any) [1],
- Less Sleep 1-4 [2/level],
- Night Vision 1-5 [1/level],
- Off-Hand Weapon Training [1/skill] or Ambidexterity [5],
- Quick Reload (any) [1],
- Rapid Healing [5] or Very Rapid Healing [15],
- Resistant to Disease (+3) or (+8) [3 or 5],
- Resistant to Poison (+3) [5],
- Signature Gear [1/item],
- Temperature Tolerance 1-3 [1/level],
- or spend points to start with additional gear (p. 28)

† *Cost reduced 10% because of Size. For Striking Strength round the final cost up (so it costs 5,9, or 14 depending on level).*

**Disadvantages:**

- Gigantism [0].
- Another -20 points chosen from
- Bad Temper [-10*],
- Berserk [-10*],
- Bloodlust [-10*],
- Bully [-10*],
- Callous [-5],
- Charitable [-15],
- Code of Honor (Pirate’s) [-5],
- Compulsive Brawling [-10*],
- Impulsiveness [-10*],
- Intolerance (Weaklings – ST 10 or less) [-5],
- On the Edge [-15*],
- Overconfidence [-5*],
- Pacifism (Cannot Harm Innocents or Self-Defense Only) [-10 or -15],
- Sense of Duty (Friends) [-5],
- Stubbornness [-5].

- A further -25 points chosen from among the previous traits or:
- reduced Basic Speed [-5/-0.25],
- Basic Move -1 or -2 [-5/level],
- Alcoholism [-15],
- Appearance [Varies],
- Chummy [-5] or Gregarious [-10] or Loner [-5*],
- Gluttony [-5*],
- Gullibility [-10*],
- Jealousy [-10],
- Klutz [-5],
- Low Empathy [-20],
- Odious Personal Habits (Arrogant, aggressive, etc.) [-5 to -15],
- Overweight [-1], Fat [-3] or Very Fat [-5],
- Wounded [-5].

Disadvantages marked with a * can be bought at different point values depending on self-control number (see pg 120 in the basic set).

**Primary Skills:**

- Intimidation‡ (A) Will+1 [4]
- One of the following 19 point packages:
**Bruiser:**- One of
^{17}- Brawling (E) DX+2 [4];
- Boxing (A) DX+1 [4];
- Karate (H) DX [4];

- One of
^{18}- Judo (H) DX [4];
- Sumo Wrestling (A) DX+1 [4];
- Wrestling (A) DX+1 [4];
- Judo (H) DX [4];

- Spend 8 points for either
- +1 to both previously chosen skills
- +2 to one of them.

- Three of
- Axe/Mace (A) DX-1 [1];
- Bow (A) DX-1 [1];
- Broadsword (A) DX-1 [1];
- Crossbow (E) DX [1];
- Fast-Draw (any) (E) DX [1];
- Guns (any) (E) DX [1];
- Knife (E) DX [1];
- Lasso (A) DX-1 [1];
- Liquid Projector (any) (E) DX [1];
- Shield (E) DX [1];
- Shortsword (A) DX-1 [1];
- Spear (A) DX-1 [1];
- Spear Thrower (A) DX-1 [1];
- Staff (A) DX-1 [1];
- Throwing (A) DX-1 [1];
- Thrown Weapon (any) (E) DX [1];
- Two-Handed Axe/Mace (A) DX-1 [1];
- Two-Handed Sword (A) DX-1 [1];

- One of
**Heavy Gunner:**- One of
- Gunner (Machine Gun, or Rockets)(E) DX+3 [8];
- Guns (Grenade Launcher (GL), Shoulder Fired Rockets (LAW), or Machine Guns (LMG)) (E) DX+3 [8];
- Liquid Projector (Flamethrower or Water Cannon) (E) DX+3 [8];

- Two skills from the previous list at (E) DX+2 [4] or
- Crossbow (E) DX+2 [4];
- Guns (Pistol, Rifle, Shotgun, or Sub-Machine Gun (SMG)) (E) DX+2 [4];

- Three of
- Axe/Mace (A) DX-1 [1];
- Brawling (E) DX [1];
- Broadsword (A) DX-1 [1];
- Fast-Draw (any) (E) DX [1];
- Knife (E) DX [1];
- Shortsword (A) DX-1 [1];
- Spear (A) DX-1 [1];
- Spear Thrower (A) DX-1 [1];
- Staff (A) DX-1 [1];
- Throwing (A) DX-1 [1];
- Thrown Weapon (any) (E) DX [1];
- Two-Handed Axe/Mace (A) DX-1 [1];
- Two-Handed Sword (A) DX-1 [1];
- Wrestling (A) DX-1 [1];

- One of
**Melee Generalist:**- Four of
- Axe/Mace (A) DX+1 [4];
- Bolas (A) DX+1 [4];
- Bow (A) DX+1 [4];
- Broadsword (A) DX+1 [4];
- Crossbow (E) DX+2 [4];
- Flail (H) DX [4];
- Knife (E) DX+2 [4];
- Kusari (H) DX [4];
- Lasso, (A) DX+1 [4];
- Net (H) DX [4];
- Polearm (A) DX+1 [4];
- Shield (E) DX+2 [4];
- Shortsword (A) DX+1 [4];
- Spear (A) DX+1 [4];
- Spear Thrower (A) DX+1 [4];
- Staff, Throwing (A) DX+1 [4];
- Thrown Weapon (any) (E) DX+2 [4];
- Two-Handed Axe/Mace (A) DX+1 [4];
- Two-Handed Flail (H) DX [4];
- Two-Handed Sword (A) DX+1 [4];
- Whip (A) DX+1 [4];

- Three of
- Brawling (E) DX [1];
- Fast-Draw (any) (E) DX [1];
- Guns (any) (E) DX [1];
- Liquid Projector (any) (E) DX [1];
- Boxing (A) DX-1 [1];
- Sumo Wrestling, (A) DX-1 [1];
- Wrestling (A) DX-1 [1];

- Four of
**Melee Specialist:**- One of
- Axe/Mace (A) DX+3 [12];
- Broadsword (A) DX+3 [12];
- Flail (H) DX+2 [12];
- Knife (E) DX+4 [12];
- Kusari (H) DX+2 [12];
- Polearm (A) DX+3 [12];
- Shortsword (A) DX+3 [12];
- Spear (A) DX+3 [12];
- Staff (A) DX+3 [12];
- Two-Handed Axe/Mace (A) DX+3 [12];
- Two-Handed Flail (H) DX+2 [12];
- Two-Handed Sword (A) DX+3 [12];

- One of
- Bolas (A) DX+1 [4];
- Bow (A) DX+1 [4];
- Crossbow (E) DX+2 [4];
- Lasso (A) DX+1 [4];
- Net (H) DX [4];
- Shield (E) DX+2 [4];
- Spear Thrower (A) DX+1 [4];
- Throwing (A) DX+1 [4];
- Thrown Weapon (any) (E) DX+2 [4];
- Whip (A) DX+1 [4];
- Spend 4 points to either add another weapon skill from the previous list (at -2 to skill) or give +1 to existing skill.

- Three of
- Boxing (A) DX-1 [1];
- Brawling (E) DX [1];
- Fast-Draw (any) (E) DX [1];
- Guns (any) (E) DX [1];
- Liquid Projector (any) (E) DX [1];
- Sumo Wrestling, (A) DX-1 [1];
- Wrestling (A) DX-1 [1];

- One of

‡ *Often, but not always, gets a +1 from Gigantism.*

**Secondary Skills:**

- One of
- Scrounging (E) Per+1 [2]-11 or
- Survival (any terrain type or Radioactive Wasteland) or
- Urban Survival, both (A) Per [2]-10.

- Five of
- Armoury (any) (A) IQ [2];
- Breath Control (H) HT-1 [2];
- Carousing (E) HT+1 [2];
- Climbing (A) DX [2];
- Expert Skill (Mutants) (H) IQ-1 [2];
- First Aid (E) IQ+1 [2];
- Forced Entry (E) DX+1 [2];
- Garrote (E) DX+1 [2];
- Hiking (A) HT [2];
- Jumping (E) DX+1 [2];
- Leadership (A) IQ [2];
- Lifting (A) HT [2];
- Running (A) HT [2];
- Soldier (A) IQ [2];
- Stealth (A) DX [2];
- Streetwise (A) IQ [2];
- Swimming (E) HT+1 [2];
- Tactics (H) IQ-1 [2];
- Spend 2 points for +1 to any secondary skill.

**Background Skills:**

- Five of
- Acting (A) IQ-1 [1];
- Area Knowledge (any) (E) IQ [1];
- Artillery (any) (A) IQ-1 [1];
- Camouflage (E) IQ [1];
- Current Affairs (Regional), (E) IQ [1];
- Driving (any) (A) DX-1 [1];
- Fast-Talk, (A) IQ-1 [1];
- Gambling (A) IQ-1 [1];
- Gesture (E) IQ [1];
- Observation (A) Per-1 [1];
- Riding (any) (A) DX-1 [1];
- Skating (H) HT-2 [1];
- Skiing (H) HT-2 [1];
- Spend 1 point on any unchosen primary or secondary skill.

**Variants:**

Normal-Sized (+0 points):

- Remove Gigantism.
- Change ST to ST 15 [50], Basic Move to 6, and SM to 0.
- Spend 5 fewer points on advantages, removing the Size limitation from all options.