Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift:  700 kg, 4d6 HTH Damage
13	DEX	9	12-	OCV:  4/DCV:  4
20	CON	20	13-
15	BODY	10	12-
8	INT	-2	11-	PER Roll:  10-
10	EGO	0	11-	ECV:  3
20	PRE	10	13-	PRE Attack:  4d6
4	COM	-3	10-
7	PD	3		Total:  7 PD (7 rPD)
7	ED	3		Total:  7 ED (7 rED)
3	SPD	7		Phases:  4, 8, 12
8	REC	0
40	END	0
35	STUN	0
Total Characteristics Cost:  67

Movement:	Running:  6"/12"
		Swimming:  6"/12"

Cost	Powers & Skills
18	Trident Laser Pistol:  Multipower, 37-point reserve; OAF (-1)
2	1) u Trident:  HKA 1 1/2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2)
2	2) u Laser Beam:  2d6 RKA; 10 Charges (-1/4)

30	Weighted Electrified Net:  Entangle 4d6, 4 DEF; 1 Recoverable Charge (-1 1/4), 
	OAF (-1) plus 4d6 EB; NND (Insulation) (+1); 1 Continuous Charge Of 1 Turn (-1 1/4), Linked (-1/4)
6	Combat Knife:  HKA 1/2d6 (1d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1)
12	Claws:  1d6 HKA (2d6 w/STR); Reduced Penetration (-1/4), END 1
10	Brainwashed Fearlessness:  +20 PRE; Defensive Only (-1)
4	Thick Skin:  Damage Resistance (4 PD/4 ED)
2	Hold Breath:  Life Support:  Expanded Breathing, 1 END per Minute
4	Strong Swimmer:  +4" Swimming (6" total)
10	Keen Smell:  Targeting Sense, Smell Group
8	Keen Senses:  +2 to PER Rolls with Smell and Sight Groups
2	Waterproof Communicator:  Radio Listen/Transmit; OIF (-1/2)

3	Membership:  Red Shadows

3	Aquatic:  Environmental Movement (no underwater penalties)

24	Combat Skill Levels:  +3 All Combat
0	Acting 8-
3	Breakfall 12-
3	Climbing 12-
3	Concealment 11-

3	Demolition 10-
2	KS:  Red Shadows 11-
0	Language:  Kraken (Native)
1	Language:  English (Basic)
3	Navigation 11-
0	Paramedic 8-
0	Persuasion 8-
0	PS:  Terrorist 8-
3	Shadowing 11-
3	Stealth 12-
2	Survival 11-
2	TF:  Common Motorized Ground Vehicles, Small Boats
4	WF:  Common Melee Weapons, Nets, Energy Weapons
173	Total Powers & Skills Cost
244	Total Character Cost

100+	Disadvantages
25	Distinctive Features:  Lizard Man (Not concealable, always noticed, strong reaction)
25	Hunted:  Action Force (More Powerful, NCI, 11-, Kill)
15	Hunted:  Ironblood (More Powerful, NCI, 11-, Watching)
20	Psychological Limitation:  Fanatically Loyal (Common, Severe)
25	Social Limitation:  Subject To Suicidal Orders (Common, severe)
34	Monster of the Deep Bonus
244	Total Disadvantage Points

Background: Millions of years ago, a race of bipedal, semi-sentient lizard men roamed the earth. Strong, intelligent, powerful and adapted to life on both land and sea, they were the most powerful creatures on the planet. The coming of the ice age, however, wiped them out. But this was not the end of them...

In 1984, soldiers working for the terrorist warlord Baron Ironblood discovered the frozen body one of these lizard men in a glacier in Norway. Ironblood recovered the body and had it transferred to his headquarters. Having successfully cloned the body, he produced an army of them. In their first test, a team of five Krakens (as he called them) wiped out a team of Red Shadows with minimal effort.

The cloned Krakens became a part of Ironblood's fanatical terrorist army. Programmed by Ironblood, each one emerged form the cloning vats fully trained and fanatically loyal. Their strength, size, indestructibility and amphibious nature meant that they made excellent commandos. The Krakens proved to be more than a match for Action Force's soldiers, with even SAS force's elite commandos being overpowered by them. When the Red Shadows were destroyed, it is presumed that all the Krakens were killed along with them.

Personality/Motivation: Krakens are programmed in vitro by Ironblood to be fanatical, ruthless, emotionless killing machines. Not terribly intelligent, they simply carry out whatever orders they're given to the best of their abilities. They think nothing of what they are doing if they are ordered to do it. The Kraken are utterly fearless and programmed to be absolutely loyal.

Krakens speak their own primitive grunting language. They can understand commands in English, but cannot speak it.

Powers/Tactics: The Kraken are naturally incredibly strong, about twice as much as a normal man. Backing up their strength is the set of thick claws at the end of each hand and their sharp, predatory teeth. Their thick hides make them resistant to most small arms, making them incredibly resilient in combat. While reptilian in nature, Krakens are far faster and agile than other cold blooded creatures, and far more resilient to extremes of temperature. Their natural flippers make them excellent swimmers, and they can hold their breath underwater for long periods of time.

The Kraken's standard weapons are a heavy weighted net and an electrified Trident. Standard tactics are to catch an opponent with the net, then spear (or stun) him with the Trident. Where possible, Krakens will try to combat their opponents in the water, usually by dragging or throwing them in. One favored tactic is to attack small boats or rafts form below and capsize them so their crew fall into the water. In combat, Krakens are fearless. They will never retreat or surrender, regardless of their situation or casualties.

Appearance: The Kraken stands approximately 200 centimeters tall and is of a muscular build. They have clearly reptilian heads with large, dinosaur-like muzzles, protruding teeth and large eyes. Their skin is green and scaly, with webbed feet and clawed hands. A large ridge runs from the back of the head down the length of the spine. Being clones, all Krakens appear to be identical. Their uniform consist of a red wetsuit which covers the torso, with the white Death's Head insignia of the Red Shadows on the chest.

Conversion Notes/Disadvantages Notes/Campaign Use: Much of this conversion is based on guesswork extrapolated from what little I've seen of the Kraken in the Battle Action Force comic, and extrapolating from the filecard. Most of it was guesswork based on the premise that an SAS Force trooper is a Competent Normal with a 1 1/2d6 RKA. With a bit of poking (Changing the weapons) the Kraken could be used as any number of things, such a lizard-man in a fantasy campaign, the product of Mad Science in a superhero or cyberpunk campaign, or an alien race in an SF one.

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