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The Abomination (Marvel)


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The Abomination

Val Char Cost Roll Notes

115 STR 105 32- Lift 209.7ktons; 23d6 [6]

20 DEX 30 13- OCV: 7/DCV: 7

75 CON 130 24-

32 BODY 44 15-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV: 4

25 PRE 15 14- PRE Attack: 5d6

2 COM -4 9-

 

50 PD 27 Total: 50 PD (30 rPD)

40 ED 25 Total: 40 ED (30 rED)

4 SPD 10 Phases: 3, 6, 9, 12

38 REC 0

150 END 0

160 STUN 32 Total Characteristic Cost: 421

 

Movement:

Running: 8"/16"

Leaping: 53"/848"

Swimming: 2"/4"

 

 

Cost Powers END

100 Brick Tricks: Multipower, 100-point reserve

1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2)

1u 2) Augmented Haymaker: HA +4d6 (20 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 2

2u 3) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 75 Active Points of STR (19 Active Points) 2

3u 4) Bearhug: EB 8d6, NND (defense is Life Support [self-Contained Breathing]; +1) (80 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 8

6u 5) Can Leap for Miles: Superleap +30" (53" forward, 26 1/2" upward) (Accurate, Improved Noncombat Movement (x16)), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2

1u 6) Casual Effectiveness: +40 STR (40 Active Points); Only For Determining Casual STR (-1 1/2), No Figured Characteristics (-1/2) 4

4u 7) Crack The Whip: EB 12d6, Side Effects (may cause considerable damage to the environment; +0), Indirect (always originates with character, but can strike foe from one of several directions; +1/2) (90 Active Points); OIF (appropriate materials of opportunity; -1/2), Requires A Brick Tricks Roll (-1/2), Only Versus Properly-Positioned Targets (-1/4), Limited Range (limited to length of "whip"; -1/4) 9

4u 8) Crushing Grip: RKA 2d6, NND (defense is any sort of rigid Resistant PD or Lack Of Weakness for Resistant Defenses; +1), Does BODY (+1) (90 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 9

3u 9) Flick Of Unconsciousness: EB 6d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 6

3u 10) Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 75 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (56 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) 6

1u 11) Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2

3u 12) Striking for Distance: Double Knockback (+3/4) for up to 90 Active Points of STR (67 Active Points); Requires A Brick Tricks Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) 14

3u 13) The Big Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (may cause considerable damage to the environment; +0) (80 Active Points); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), Defense Depends On Materials Used (-1/2) 8

2u 14) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6

 

30 Gamma Toughness!: Energy Damage Reduction, Resistant, 50%

30 Gamma Toughness!: Physical Damage Reduction, Resistant, 50%

13 Impact Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

12 Massive Physique: Knockback Resistance -6"

52 Really Tough Skin I: (Total: 52 Active Cost, 52 Real Cost) Hardened (+1/4) for 30 PD/30 ED (15 Active Points) (Real Cost: 15) plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37)

20 Recouperative Powers: Power Defense (20 points)

29 Hyper Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (29 Active Points) applied to STR

11 Regeneration: Healing 2 BODY, Can Heal Limbs (25 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 2

5 Spies are Iron Willed: Mental Defense (7 points total)

13 Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

4 Swift: Running +2" (8" total) 1

10 Tough to Defeat: Lack of Weakness (-5) for Resistant Defenses (Normal Defenses)

 

Dirty Infighting

Maneuver OCV DCV Notes

4 Punch +0 +2 25d6 Strike

5 Roundhouse -2 +1 27d6 Strike

4 Low Blow -1 +1 2d6 NND

4 Disarm -1 +1 Disarm; 125 STR to Disarm roll

4 Kidney Blow -2 +0 HKA 1d6 +1

 

Perks

4 Reputation: A match for the Hulk (A large group) 11-, +2/+2d6

3 Anonymity: Emil Blonsky is concidered Dead.

 

Skills

35 +7 with HTH Combat

25 Brick Tricks: Power 23-

3 Acting 14-

3 Breakfall 13-

3 Demolitions 12-

3 High Society 14-

3 Hoist 12-

3 Interrogation 14-

2 KS: Gamma Mutations 11-

2 KS: The Espionage World 11-

2 KS: The KGB 11-

2 KS: The Military/Mercenary/Terrorist World 11-

4 Language: English (Idiomatic, native accent)

0 Language: Russian (Idiomatic, native accent) (4 Active Points)

3 Lockpicking 13-

3 SS: Nuclear Physics 12-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 14-

3 Tracking 12-

2 WF: Small Arms

 

Total Powers & Skill Cost: 504

Total Cost: 925

 

200+ Disadvantages

20 Distinctive Features: Scaly Skinned Green man with Fins for ears: Concealable, Extreme Reaction, Detectable By Commonly-Used Senses

20 Hunted: SHIELD 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Superheroes: 8- (Occasionally), As Powerful, Harshly Punish

15 Physical Limitation: 4 times normal mass (Frequently, Greatly Impairing)

15 Psychological Limitation: Hatred of Hulk Common, Strong

10 Psychological Limitation: Occasionally Plays at Honor (Uncommon, Strong)

15 Psychological Limitation: Short-Tempered (Very Common, Moderate)

10 Psychological Limitation: Vengeful Uncommon, Strong

10 Reputation: Powerful Gamma Spawned Supervillain, 11-

10 Rivalry: Professional (Other Gamma Spawned Heroes/Villains; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

15 Secret Identity: Emil Blonsky: Frequently (11-), Major

575 Experience Points

 

Total Disadvantage Points: 925

 

 

 

Background/History: From Marveldirectory.com:

 

Almost nothing is known about the life of Emil Blonsky before he infiltrated the U.S. Air Force base in New Mexico that was commanded by General T.E. "Thunderbolt" Ross and where Dr. Robert Bruce Banner, the nuclear physicist who become the Hulk, conducted many of his experiments with gamma radiation. Blonsky made various attempts to sabotage missiles at the base that were vital to United States defense. Although each attempt was narrowly thwarted, the Air Force still did not know who the saboteur was.

At this time the enigmatic alien being know as the Stranger had decided that the people of Earth were not responsible enough to use their nuclear weaponry wisely and therefore presented a threat of the other civilizations of the universe. The Stranger put the Hulk under his control and intended to use him to destroy humanity. However, the Stranger's control did not extend to Bruce Banner's persona. When the Hulk next changed back into Banner, the scientist decided to commit suicide in order to save the world from a Stranger-controlled Hulk. Banner made his way into his laboratory on the Air Force base and prepared to activate a machine that would bombard him with enough gamma radiation to kill him.

Unknown to Banner, Blonsky was hiding in the laboratory, where he had been photographing Banner's gamma radiation equipment. Security officers burst in and carried Banner off. Unaware of the nature of the machine that Banner was about to use on himself, Blonsky stood in front of the machine and activated it. It bombarded him with a more concentrated and intense dosage of gamma radiation that Banner himself had received from the nuclear explosion that had first turned him into the Hulk. Like Banner, Blonsky had some unknown genetic factor in his body that saved him from being killed by a great dose of gamma radiation. Instead, the radiation had an immediate mutagenic effect upon Blonsky, transforming him into the monster whom General Ross's daughter dubbed the Abomination.

The Abomination gained greater strength than the Hulk at the latter's "normal" level of strength, and, unlike the Hulk, Abomination retained his full human intelligence. However, Abomination could not transform back into a normal human form. Infatuated with his newfound power, the Abomination beat the Hulk nearly to death and kidnapped Betty Ross. General Ross was so fearful for his daughter's safety that he ordered that the Hulk be revived in order to pursue the Abomination. When Banner's confidant Rick Jones pleaded with the Hulk for help, the Hulk broke free from the Stranger's mental control and reverted once more to Banner. Acting with General Ross's cooperation, Banner activated a powerful gamma radiation generating device he had invented directly upon the Abomination, thereby causing the Abomination’s strength to diminish rapidly.

However, Banner grew so excited that he became the Hulk and smashed the weapon's controls, causing it to shut down before the Abomination's strength had been reduced below superhuman levels. The Abomination's strength was left at the level he has possessed since, which is greater than that normally possessed by the Hulk, but which the Hulk can exceed upon becoming sufficiently enraged. The angry Hulk attacked and defeated the Abomination. The Stranger, watching from afar, was so impressed by the heroism of Banner/Hulk that he decided that there might indeed be hope for humanity. The Stranger transported the Abomination to his base on another planet, intending to use him as an agent in future endeavors.

However, the Stranger had few missions for the Abomination. Eventually, the Abomination was rescued from the Stranger's world and taken aboard an alien starship, Andromeda, where he became first mate. After many months, he was returned to Earth. He battled the Hulk several more times but was beaten soundly each time.

After one of these battles, the Abomination was saved from death by the Galaxy Master, a powerful non-humanoid being which enslaved civilizations and forced them to produce the energy it required to exist. The Galaxy Master employed the Abomination to precede it in attacking civilizations that might offer particular resistance to conquest. Empress Daydra of the Sagittarian race recruited the Hulk to defeat the Abomination, who had become known as the "Ravager of Worlds." The Hulk succeeded in defeating both the Galaxy Master and the Abomination.

Somehow, the Abomination made his way back to normal space in Earth's vicinity. A U.S. space shuttle found the Abomination frozen in ice, once again in suspended animation, in orbit around Earth. He was brought to the attention of General Ross, and revived by former AIM leader Modok, with whom Ross had formed a treasonous alliance. The Hulk, temporarily possessing Banner's intelligence, had been granted a presidential pardon. Ross made a deal with Modok that the latter would revive the Abomination and take him as a servant in exchange for having the Abomination kill the Hulk. However the revived Abomination, as a result of having been defeated by the Hulk so many times, had a pathological fear of facing the Hulk. Modok subjected the Abomination to painful psychological conditioning to make him more afraid of Modok than the Hulk, and sent him against the Hulk. The Abomination failed to defeat the Hulk, however, and so Modok used his mental power to disintegrate the Abomination.

Despite his seeming destruction, the ethereal being known as Tyrannus reconstructed the Abomination, and Blonsky's conscience was transferred to a human body. The former spy finally found himself able to lead a normal life, albeit briefly. Trapped in the Abomination's form, Tyrannus attempted to switch bodies with Blonsky. The process failed; the Abomination became a mindless, rampaging beast.

Eventually the creature regained Blonsky's faculties and again clashed with the Hulk, this time as a pawn of the gamma-spawned super-genius called the Leader. The Hulk doused the Abomination in toxic waste, melting the Abomination's epidermis into mush. When next he surfaced, Blonsky had begun stalking his wife, Nadia, who believed he had died. A miniaturized Hulk, now possessing Banner's intelligence, convinced him to move on.

Seeking revenge for the loss of his wife, the Abomination fatally poisoned Betty Ross, who had married Banner. The Hulk walked away from a confrontation with Blonsky, knowing his forgiveness would be the one form of retaliation his enemy could not endure. After revealing to Banner his late wife's cryogenically preserved corpse, Thunderbolt Ross convinced his son-in-law it was time to bring Blonsky to justice. The no-holds-barred battle destroyed a town and ravaged the surrounding landscape, resulting in the Abomination's incarceration by military forces.

 

Personality/Motivation: The Abomination's sanity has ebbed and waned since his transformation. He tries to keep to himself, but he's fairly mercenary and has little trouble using his power to get what he wants. He quite naturally dislikes the Hulk, schemes involving the Hulk's demise or at least humiliation will be appealing to Emil. He lost his prior life and remains quite bitter about it.

 

Quote:

 

Powers/Tactics: The Abomination possesses superhuman strength that surpasses that of the Hulk at the Hulk's normal "calm" functional level. But whereas the Hulk has a specially adapted adrenal gland whose secretions trigger the release of far greater amounts of physical strength than that of the Hulk's normal level to correspond to his heightened emotional states, the Abomination does not. Hence, the Abomination's strength does not fluctuate like the Hulk's.

The gamma radiation that mutated the Abomination's body fortified his cellular structure and added, from some as yet unknown source, over 800 pounds of bone marrow and tissue to his body. Unlike the Hulk's, the Abomination's transformation has proved stable; he cannot change back and forth between his human state and his superhuman state.

In addition to great strength, the Abomination's body possesses a high degree of resistance to injury, pain, and disease. The Abomination's skin is capable of withstanding great heat without blistering (up to 3,500 Fahrenheit), great cold without freezing (down to -175 Fahrenheit), and great impacts without injury (he can survive direct hits by field artillery cannon shells). It is possible to injure him, however: for example, the Abomination could not survive the detonation of a nuclear warhead from ten feet away.

The Abomination's highly efficient physiology renders him immune to all terrestrial disease. The Abomination can hold his breath for long periods, the limits of which have yet to be defined. Extreme pain or cold (beneath the limit mentioned above) or extended lack of oxygen can cause him to enter a coma-like state of suspended animation, in which he can survive, perhaps indefinitely. Like the Hulk, the Abomination can use his superhumanly strong leg muscles to leap great distances. The Abomination has been observed to cover 2 miles in a single bound.

 

Campaign Use:

 

Appearance: The Abomination has two toes on each foot, webbed ears, and a ridged brow. He has green skin and eyes. Often wears a simple pair of blue shorts.

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Re: The Abomination (Marvel)

 

The Emil Blonsky Secret ID.. I'm a bit fuzzy on?

 

He permanently weighs half a ton, and looks like a gigantic gill man; does he use make-up and dark glasses to fool his co-workers? ;)

 

You're so right. How could I overlook that.

 

But the glasses worked for Superman. Maybe Emil Blonsky is smart enough to try it on his own ID.

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Re: The Abomination (Marvel)

 

The Emil Blonsky Secret ID.. I'm a bit fuzzy on?

 

He permanently weighs half a ton, and looks like a gigantic gill man; does he use make-up and dark glasses to fool his co-workers? ;)

 

You're so right. How could I overlook that.

 

But the glasses worked for Superman. Maybe Emil Blonsky is smart enough to try it on his own ID.

 

Well Emil was a spy, I had assumed his true identity was not known. The big guy limitation was the DF.

 

Ofcourse he could have had his name made public...

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