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The Incredible Hulk


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Doc Samson

 

DOC SAMSON

 

Val Char Cost Roll Notes

80 STR 70 25- Lift 1.6ktons; 16d6 [8]

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

60 CON 100 21-

25 BODY 30 14-

20 INT 10 13- PER Roll 13-

18 EGO 16 13- ECV: 6

30 PRE 20 15- PRE Attack: 6d6

16 COM 3 12-

 

45 PD 29 Total: 45 PD (30 rPD)

45 ED 33 Total: 45 ED (30 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

30 REC 4

130 END 5

130 STUN 35 Total Characteristic Cost: 405

 

Movement: Running: 13"/26"

Leaping: 36"/72"

Swimming: 2"/4"

 

Cost Powers END

167 Brick Tricks: Variable Power Pool, 100 base + 67 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (200 Active Points); Active Point Limit of 70pts (-½)

 

25 Mile-Long Leaping: Multipower, 25-point reserve

2u 1) Combat Hops: Leaping +20" (36" forward, 18" upward) (Accurate) (25 Active Points) 2

1u 2) MegaLeaping: Leaping 7", MegaScale (1" = 1 km; leap takes 1 Phase per km; +¼) (9 Active Points) 1

 

Gamma Physiology

14 1) Fleet of Feet: Running +7" (13" total) 1

6 2) Hard to Move: Knockback Resistance -3" 0

10 3) Get their Attention: Hearing Group Images 1" radius, +/-5 to PER Rolls (20 Active Points); Set Effect (only to amplify character's voice; -1) 2

 

Not-Very-Destructable

13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-½) 2

59 2) Doesn't Hurt: (Total: 59 Active Cost, 59 Real Cost) Damage Resistance (30 PD/30 ED), Hardened (+¼) (37 Active Points) (Real Cost: 37) plus Hardened (+¼) (11 Active Points) applied to PD (Real Cost: 11) plus Hardened (+¼) (11 Active Points) applied to ED (Real Cost: 11) 0

8 3) Strong Willed: Mental Defense (22 points total) 0

25 4) Durable: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0

6 5) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (22 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) 0

8 6) Regenerative: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½) 0

30 7) Shrugs Off Damage: Energy Damage Reduction, Resistant, 50% 0

30 8) Shrugs Off Damage: Physical Damage Reduction, Resistant, 50% 0

 

Brick Tricks Martial Art

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

4 Bearhug I +0 +0 22d6 Crush, Must Follow Grab

5 Bearhug II -2 +0 Grab Two Limbs, 2d6 NND

4 Big Push +0 +0 105 STR to Shove

4 Break Free +0 +0 105 STR vs. Grabs

4 Charge +0 -2 20d6 +v/5 Strike, FMove

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 100 STR for holding on

4 Punch +2 +0 20d6 Strike

4 Slam -1 -1 STR +2d6 Strike; Grab Two Limbs; Target Falls

4 Sleeper Hold -2 +0 Grab One Limb; 3d6 NND

3 Tackle +0 -1 18d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Toughness +2 +2 Block, Abort

3 Wrestler's Throw +2 +1 18d6 Strike; You Fall, Target Falls

 

Perks

6 Top Man in His Field: Money: Wealthy

3 Well-Connected

3 1) Contact: Dr Robert Bruce Banner (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-

8 2) Contact: The "Hulk Family" (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

Notes: This is a catchall for Leonard's habit of working with those closely related to the Hulk. (Betty/She-Rulk perhaps not included)

11 3) Contact: The Initiative (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

14 4) Contact: US Military (Contact has access to major institutions, Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

1 Doctor: Fringe Benefit: Licensed Psychotherapist

 

Talents

6 Combat Alert: Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

16 +2 with All Combat

30 +6 with Hand to hand Combat

3 Analyze: Combat 13-

3 Breakfall 13-

3 Bureaucratics 15-

3 Concealment 13-

3 Conversation 15-

3 Forensic Medicine 13-

3 Hoist 13-

3 Interrogation 15-

3 Inventor 13-

3 Navigation 13-

3 Oratory 15-

3 Paramedic 13-

3 Persuasion 15-

27 Power: Brick Tricks 25-

3 Research 13-

3 Scholar

2 1) KS: Gamma Powered Individuals (3 Active Points) 13-

2 2) KS: The Scientific World (3 Active Points) 13-

2 3) KS: The Superhuman World (3 Active Points) 13-

3 Scientist

1 1) Science Skill: Biochemistry 11- (2 Active Points)

1 2) Science Skill: Biology 11- (2 Active Points)

1 3) Science Skill: Gamma Radiation 11- (2 Active Points)

1 4) Science Skill: Medicine 11- (2 Active Points)

1 5) Science Skill: Metahuman Medicine 11- (2 Active Points)

1 6) Science Skill: Physics 11- (2 Active Points)

2 7) Science Skill: Psychiatry 13- (3 Active Points)

2 8) Science Skill: Psycho Therapy 13- (3 Active Points)

2 9) Science Skill: Psychology 13- (3 Active Points)

3 Survival 13-

3 Systems Operation 13-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Tactics 13-

3 Teamwork 13-

2 WF: Small Arms, Clubs, Fist-Loads

 

Total Powers & Skill Cost: 671

Total Cost: 1076

 

600+ Disadvantages

10 Distinctive Features: Large, Green-haired, muscleman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Hulk's Rogues Gallery 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

Notes: As one of the Hulk's staunches Allies, Doc is monitored by his enemies.

20 Hunted: US Government 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

20 Psychological Limitation: Code Vs Killing (Common; Total)

15 Psychological Limitation: Overconfident Common, Strong

10 Psychological Limitation: Protective of, and seeking to cure the Hulk (Uncommon; Strong)

5 Reputation: Shrink to the Supers, 8-

15 Social Limitation: Public Identity (Frequently; Major)

371 Experience Points

Total Disadvantage Points: 1076

Background/History: From: http://marvel.wikia.com/Leonard_Samson_%28Earth-616%29

 

Psychiatrist Dr. Leonard Samson came to General T.E. "Thunderbolt" Ross with a plan to cure Ross's daughter Betty, who had been transformed into a crystalline form through a blood transfusion with the Sandman. Samson had technicians devise a cathexis ray projector that would drain off gamma particle energy and psionic energy from Bruce Banner as he transformed into the monstrous Hulk whom General Ross had long hunted. Samson theorized that as a result of this process, Banner would be cured of the physiological instability that continually transformed him into the Hulk. Hoping to save Betty and to be cured himself. Banner willingly participated in the experiment. The cathexis ray succeeded in turning Betty Ross back to normal, employing Banner's psionic energy.

 

However, most of the psionic energy drained from Banner as well as a considerable amount of his excess gamma radiation remained within the cathexis ray projector. Motivated by scientific curiosity, and probably by a desire to gain superhuman powers for himself, Samson irradiated himself with the energies remaining within the projector. The result was that the slight, brown-haired psychiatrist was transformed into a massively muscled, green-haired superhuman with gamma-boosted strength. Banner himself seemed permanently cured, but he broke emotionally under the strain of seeing Betty, the woman he loved, being romanced by Samson and exposed himself to gamma radiation, thereby undoing the cure.

 

Samson later lost his superhuman physique and power when he took a blast of concentrated gamma radiation intended for the Hulk. However, months later Samson regained his gamma-mutated form and superhuman strength when he was bombarded by intensive radiation from an exploding gammatron, an experimental gamma-ray generator. He has remained in this form ever since. Doc Samson, as he has been nicknamed, has long sought to capture and permanently cure the Hulk. Samson worked as a university teacher during the recent time that the Hulk was traveling through different dimension, unable to return to Earth, but Samson returned to his pursuit of the Hulk once the monster reappeared on Earth.

 

 

Personality/Motivation: Leonard Samson is living his dream. The Gamma Radiation turned him into an idealized, heroic version of himself and he's been active in the Heroic community off and on since then. As a psychologist to the superheroes he knows a great deal about his fellow costumed adventurers.

 

His desire to help his friend the Hulk find a "cure" (as much for the mental state as a reversal of the physical) has kept him an integral part of the Hulk "Family" since his inception.

 

(Note: I prefer not to play him as having an "Evil" side as came out in the Rulk Saga. There's no reason for the Hulk's enemies to welcome him with open arms and there's no reason for him to join their ranks except to pile on for the Hulk's tragic life. Prefer not to do that.)

Quote: "Bruce. One last thing. From your doc. I believe in you. I've always believed in you. And so has Betty."

 

Powers/Tactics: Doc Samson is a weaker version of the Hulk; he's Joe Fixit level power but lacks the rage increased strength. On the other hand, he's a naturally gifted combatant, as he's never been known to have formal training yet can go toe to toe with superior physical specimens on a regular basis.

 

Add to that he's a psychologist and he's proven adept at pushing his opponents' buttons and taking advantage of their anger. (Or in the hulk's case, reducing his anger so he's more manageable) Ironically, he is just as susceptible to these tricks, becoming more emotional in combat and letting the thrill get to him.

 

 

(notes: The idea that his strength was tied to his hair length has been bandied about and it could be a Gamma Induced psychosomatic condition turned actual...but is so silly that I ignore it. Additionally, his strength and toughness were reduced for a while ...I think so that he could pal around with the Punisher...I could be wrong. This may have been hair-related. Additionally he was boosted in power beyond the She-Hulk for the latest capers. I ignore that too. Additionally, Doc's scientific acumen has always vexed me. He's a psychologist, so how did he come up with the plan to cure Betty in his first appearance? Recreational physicist/Biochemist/metahuman biologist? I added some more sciences at 11- and left his psychologist ones as the superior models)

 

Campaign Use: Psychologist to the Superhuman set. He's the good guy "helper" to Karla Sefton's(aka Moonstone) master manipulator.

 

 

Appearance: Tall and heroically built, Leonard Samson looks like he stepped out of a romance novel. He has brown eyes and long, flowing green hair. Samson is one of the gamma-spawned who does not have separate powered and "normal" forms.

 

He dresses pretty well but when acting in official capacity generally wears a red muscle shirt with a lightning bolt, blue tights, yellow swashbuckler boots and a thick studded belt.

 

I did like his red jumpsuit he had in the 90's as well.

 

195641-170723-doc-samson.jpg

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Re: The Sensational She-Hulk

 

I totally love those High Powered samples of known characters.

Personnally, if I didn't have so XP greedy Players, I'd rules and master a campaign with such characters, meaning the xps would be nearly absent. Except maybe for some skill improve or new rare power gain.

With your permission, I'll maybe use some of those buildings in my campaign, with some adjustments.

 

For exemple, in my C:NM campaign, players tend to see Grond as an easy catch. And when you look at his sheet it's pretty normal finally. But using one of your Hulk build and adding two arms and few things could do it *winks*

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Re: Doc Samson

 

(notes: The idea that his strength was tied to his hair length has been bandied about and it could be a Gamma Induced psychosomatic condition turned actual...but is so silly that I ignore it. Additionally' date=' his strength and toughness were reduced for a while ...I think so that he could pal around with the Punisher...I could be wrong. This may have been hair-related. Additionally he was boosted in power beyond the She-Hulk for the latest capers. I ignore that too. Additionally, Doc's scientific acumen has always vexed me. He's a psychologist, so how did he come up with the plan to cure Betty in his first appearance? Recreational physicist/Biochemist/metahuman biologist? I added some more sciences at 11- and left his psychologist ones as the superior models)[/quote']

 

Awesome! Someone please rep this post for me?

I agree, the hair thing was silly and I'm glad it has been left in the past. The reduction in power was during a storyline where some of his gamma radiation was drained off (so the villain would pose a challenge in my opinion) and was temporary. His recent boost in strength was (also in my opinion) so he could be a more interesting villain in the arc. It is not yet known if that change will be permanent (or if he is even alive for that matter, but I am a few books behind so that may have changed). As far as his scientific expertise, this was partially addressed in the arc he was most recently involved in. Some Doc Samson fans, including myself, have debated that (this retcon indicates) it was not by chance that he had the unique set of skills needed to steal the Hulk's powers but that this was by his own design and that he was recruited by Ross to do just that. There has also been speculation based on his recent increases in strength that his powers are actually an inferior copy of the Hulk's powers, as opposed to his own personal reaction to being gamma powered.

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Re: The Incredible Hulk

 

Nice Hulks. I'm not sure about giving too many versions Martial Arts. Very few Hulks ever display any real talent for fighting. Neither does Banner until just recently.

 

Brick Tricks is just some maneuvers that many strong-men develop over the their careers. It's not a traditional martial art. But point taken.

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Re: Doc Samson

 

Awesome! Someone please rep this post for me?

I agree, the hair thing was silly and I'm glad it has been left in the past. The reduction in power was during a storyline where some of his gamma radiation was drained off (so the villain would pose a challenge in my opinion) and was temporary. His recent boost in strength was (also in my opinion) so he could be a more interesting villain in the arc. It is not yet known if that change will be permanent (or if he is even alive for that matter, but I am a few books behind so that may have changed). As far as his scientific expertise, this was partially addressed in the arc he was most recently involved in. Some Doc Samson fans, including myself, have debated that (this retcon indicates) it was not by chance that he had the unique set of skills needed to steal the Hulk's powers but that this was by his own design and that he was recruited by Ross to do just that. There has also been speculation based on his recent increases in strength that his powers are actually an inferior copy of the Hulk's powers, as opposed to his own personal reaction to being gamma powered.

 

That makes some sense, since Psychologist didn't make as much. The ComicVine write up states that when the Hulk Family was under attack, Marlo (who had apparently been touched by Marvel's Death in some fashion...(images of sweaty Thanos come unbidden) and Leonard was raised from the dead...came out of the ground even.

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Re: The Incredible Hulk

 

Brick Tricks is just some maneuvers that many strong-men develop over the their careers. It's not a traditional martial art. But point taken.

 

I'm familiar with the Brick Tricks MA package. My thought was that Hulk does not ever (or very rarely) shows he has learned how to fight with his strength. Many other strong-men - Luke Cage, Hercules, Thing, Thor - are depicted as having or learning better fighting skills, or mentioning their combat experience. Hulk always seems to just pound away in a state one step away from berserking.

 

My own write-ups tend to reflect an attempt to balance abilities/powers portrayed in the comics with playability. So I tend to keep down DC's or ask if a high-level of ability/power represents common use or pushing. I have several characters built with Aids to represent their ability to boost their powers beyond their normal operating level without needing to Push. My write-ups of Superman and Phoenix include this. Both tend to be on par with other high-end heroes on their teams, but can exceed that power level almost at will.

 

Your write-ups are incredibly complete. I always look at your take on a character when designing my own. Hulk is one of those tough characters to convert, since his powers and abilities have changed so often over the years. He reminds me of Iron Man, in that way. Many other characters Spider-Man, most X-Men, Thor, Captain America, Hawkeye really had the same power set/abilities from the 1970's into the early 2000's with few exceptions.

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Re: The Incredible Hulk

 

The Hulk

 

Val Char Cost

60 STR 50

14 DEX 12

30 CON 40

15 BODY 10

10 INT 0

14 EGO 8

20 PRE 10

12 COM 1

30 PD 18

24 ED 18

3 SPD 6

18 REC 0

60 END 0

60 STUN 0

Total Characteristics Cost: 173 Points

 

Cost Skills

5 CSL: HTH Combat +1

Total Skills Cost: 5 Points

 

Cost Powers

27 Damage Resistance 30 rPD 24 rED

8 Healing: Regeneration 1 BODY/Turn

10 Knockback Resistance -5"

15 Leaping +10", 4x NCM

5 Mental Defense 8 Points

7 Reduced END on STR 60, Only When Enraged (-1)

Total Powers Cost: 72

 

Total Cost: 250 Points

 

150+ Disdvantages

10 Distinctive Features: Large Muscular Green Man (Conceable/Major)

10 Enraged: When Attacked or Threatened (Common) 8-, Recover 14-

10 Hunted: Rogue's Gallery (As Powerful) 8-

10 Watched: SHIELD (More Powerful/NCI) 8-

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Protective of Innocents (Common/Strong)

15 PsyL: Wants to be Left Alone (Common/Strong)

10 Extreme Reputation: Loose Cannon 5-

Total Disadvantages Cost: 250 Points

 

 

Dr. Bruce Banner

 

Val Char Cost

10 STR 0

10 DEX 0

10 CON 0

10 BODY 0

23 INT 16

14 EGO 8

15 PRE 5

16 COM 3

2 PD 0

2 ED 0

3 SPD 10

4 REC 0

20 END 0

20 STUN 0

Total Characteristics Cost: 42 Points

 

Cost Skills

12 Combat Luck +6 rPD +6 rED

3 Computer Programming 14-

6 Contact: SHIELD 11-

6 Contact: USAF 11-

5 Cramming

3 Demolitions 14-

5 Eidetic Memory

3 Electronics 14-

3 Lightning Calculator

2 SS[iNT]: Nuclear Engineering 14-

2 SS[iNT]: Nuclear Physics 14-

2 SS[iNT]: Physics 14-

3 Scientist

3 Security Systems 14-

Total Skills Cost: 64 Points

 

Cost Powers

50 Multiform: The Hulk

Total Powers Cost: 50 Points

 

Total Cost: 150 Points

 

75+ Disadvantages

10 Accidental Change: When Threatened, Attacked, or Injured (Common) 8-

5 DNPC: Betty Ross (Normal/Useful Skills) 8-

15 Hunted: The Hulk's Rogue's Gallery (More Powerful/NCI) 8-

10 Watched: SHIELD (More Powerful/NCI) 8-

10 Watched: USAF (More Powerful/NCI) 8-

15 PsyL: Loves Betty (Common/Strong)

10 PsyL: Reluctant to Become the Hulk (Uncommon/Strong)

Total Disadvantages Cost: 150 Points

 

 

My version of a low level 5th edition Hulk.

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Re: The Incredible Hulk

 

I really like those writeups. If I ever had time to do a thread on Thor writeups(60s Thor, Simonson Thor, Enraged Thor, Odinpower Thor, King Thor, Beta Ray Thor, Thunderstrike, Thor Girl, Thunder Frog, etc.), I'd probably use these as a baseline for comparison. :thumbup:

The martial arts thing is probably a matter of personal preference. E.G.: I'd probably give Spidey a martial art based on his idiosyncratic way of fighting(he also seems to be capable of hurting opponents who are much stronger than he is).

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Re: The Incredible Hulk

 

That's been my thinking. I obviously don't have trouble throwing points at my write ups, but I do believe he's got a point with Savage Hulk though I saw him break out a brick trick or two in his day. Mostly sonic hand claps and the like. But I did give him a Brick Tricks pool...so doubling up might be unnecessary. I still think the other three are worthy of it. Jen's and Leonard's styles are significantly different.

 

I hope, now that class has started and I will be looking for work as well, to get a write up or two done on weekends. Would still like to get the Rulks, Abominations, and the Leader at least in the thread.

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Re: The Incredible Hulk

 

Hulk should definately have the Brick Tricks Powers (shockwave, stratospheric punch, big finger). All versions use those a lot. My thought was on the Brick Tricks Martial Arts.

 

Spidey has definately learned how to fight better over the years. He went from a guy who could barely beat Scorpion to KOing Firelord with just his fists.

I look forward to seeing some of the Gamma villains.

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Re: The Incredible Hulk

 

Personally I'd favor just giving the Hulk a multipower with the thunderclap, shockwave stomp, and wrap-opponent-in-bent-wreckage options and let Power Skill: Brick Tricks cover the odd one-off things he's managed to do over the years. I can see a big VPP being appropriate for someone like Superman that's combining strength with superspeed, flight, assorted vision powers, etc., but I don't think the Hulk should be able to achieve the same versatility of effects that you see from the Silver Surfer.

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Re: The Incredible Hulk

 

Wouldn't all the power tricks be covered with the skill Power?

Not if you want to be able to do them repeatedly and consistently. The book specifically says that the Power skill does not replace a VPP and that if you want to use the same attack/power often it should be bought.

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Re: The Incredible Hulk

 

One point that I noticed- his regeneration. Joe Fixit grey Hulk and even one or two iterations of the green Hulk had much faster regeneration than per hour- only other thing is to comment that Joe Fixit definitely should have a dirty fighting sort of MA even if the others do not, to reflect how he still fought people he had when much stronger but fought them with cunning and underhandedness.

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The Abomination

 

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

45 PRE 35 18- PRE Attack: 9d6

2 COM -4 9-

 

50 PD 27 Total: 50 PD (40 rPD)

40 ED 25 Total: 40 ED (40 rED)

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

38 REC 0

150 END 0

160 STUN 32 Total Characteristic Cost: 441

 

Movement: Running: 12"/24"

Leaping: 53"/106"

Swimming: 2"/4"

Cost Powers END

229 Brick Tricks: Variable Power Pool, 115 base + 114 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (229 Active Points)

 

35 Two-Mile Leaping: Multipower, 35-point reserve

3u 1) Combat Hops: Leaping +30" (53" forward, 26 ½" upward) (Accurate) (35 Active Points) 3

1u 2) MegaLeaping: Leaping 10", MegaScale (1" = 1 km; leap takes 1 Phase per km; +¼) (12 Active Points) 1

 

Gamma Physiology

12 1) Freight Train: Running +6" (12" total) 1

12 2) Massive: Knockback Resistance -6" 0

29 3) Hyper-Efficient Musculature: Reduced Endurance (½ END; +¼) (29 Active Points) applied to STR

4 4) Reach: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼) 0

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

Indestructable

10 1) Tough to Defeat: Lack of Weakness (-5) for Resistant Defenses (Normal Defenses) 0

20 2) Recouperative Powers: Power Defense (20 points) 0

20 3) Bracing: Knockback Resistance -15" (30 Active Points); Costs Endurance (-½) 3

72 4) Shrugs of Damage: (Total: 72 Active Cost, 72 Real Cost) Damage Resistance (40 PD/40 ED), Hardened (+¼) (50 Active Points) (Real Cost: 50) plus Hardened (+¼) (12 Active Points) applied to PD (Real Cost: 12) plus Hardened (+¼) (10 Active Points) applied to ED (Real Cost: 10) 0

5 5) Anti-Interrogation Training: Mental Defense (17 points total) 0

26 6) Gamma Powered Cockroach: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0

6 7) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (17 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) 0

12 8) Regenerative: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (50 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 ¾), Self Only (-½) 0

11 9) Resilient Healing: Healing 1d6, any one Characteristic other than BODY, END, or STUN at a time (+¼), Reduced Endurance (0 END; +½) (17 Active Points); Self Only (-½) 0

30 10) Shrugs Off Damage: Energy Damage Reduction, Resistant, 50% 0

30 11) Shrugs Off Damage: Physical Damage Reduction, Resistant, 50% 0

 

Dirty Infighting/Brick Combat Techniques

Maneuver OCV DCV Notes

4 Break Free +0 +0 130 STR vs. Grabs

4 Crush +0 +0 27d6 Crush, Must Follow Grab

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

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 125 STR for holding on

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

4 Low Blow -1 +1 2d6 NND

4 Punch +0 +2 25d6 Strike

5 Roundhouse -2 +1 27d6 Strike

3 Tackle +0 -1 23d6 +v/5 Strike; You Fall, Target Falls; FMove

 

Perks

4 Oh My God, it's HIM!: Reputation: A match for the Hulk (A large group) 11-, +2/+2d6

 

Talents

6 Swift in Combat: Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

35 +7 with HTH Combat

25 Brick Tricks: Power 23-

3 Acting 18-

3 Bureaucratics 18-

3 Breakfall 13-

3 Demolitions 12-

3 High Society 18-

3 Hoist 12-

3 Interrogation 18-

2 KS: Gamma Mutations 11-

2 KS: The Espionage World 11-

2 KS: The KGB 11-

3 KS: The Military/Mercenary/Terrorist World 12-

2 KS: The Superhuman 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 18-

3 Survival 12-

3 Systems Operation 12-

3 Tracking 12-

2 WF: Small Arms

 

Total Powers & Skill Cost: 750

Total Cost: 1191

 

600+ 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)

15 Psychological Limitation: Unstable; - 5 on PRE based Skills that aren't fear/Intimidation based (Common; Strong)

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

426 Experience Points

 

Total Disadvantage Points: 1191

 

Background/History: From Marveldirectory.com (with changes by me so minute as to not be worth mentioning, but I do)

 

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 becomes 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 known 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.

 

Ultimately, 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.

 

Killed by Rulk. Raised in Incredible Hulks stoyline with more powah! (Probably temprorary)

 

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: From Marveldirect.com

 

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.

 

Chad's Notes: My Original Writeup for Abomination used a Multipower rather than VPP but in truth this is a bit cleaner. Also Abomination's regeneration is quite a bit less impressive.

 

Campaign Use: Well he's a good engine of destruction. Or someone tho throw at the Hulk if you're using him.

One thing about the Abomination is that he needs to hold some sort of advantage over the Hulk. In the past it has been intellectual or physical depending on the Hulk in question. After his death and Rebirth in the comics he got a huge power up so that he could pound away with the Hulk. It probably won't last but it is something to keep in mind when using him and the Hulk in the same adventure.

 

This Version Should be Adequate to take on Dr. Banner, Savage, or Joe Fixit Hulks with a chance for success. Against the World-Breaker...Give him greater CON and increase his Damage Reduction to 75%...which I've considered here anyway. As well as a STR increase. Though really at +100 the extra 2-4d6 isn't that much of a bonus.

 

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. For a while he was more amphibian looking, then melty, then kind of...bizzarly colored frogish...there's been a lot of variation.

 

He was originally a little bigger than She-Hulk is now (6'8'', 980lbs). But his latest appearances have him MUCH larger. The height and weight I list is around 9 feet tall and 1700lbs. Since his rebirth he's looking bigger than the Hulk again.

 

 

 

82508-67393-abomination.gif

 

 

Hey this is an old file I updated, if you notice any redundancies let me know.

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