Val | Char | Cost |
115 | STR | 105 |
20 | DEX | 30 |
75 | CON | 130 |
32 | BODY | 44 |
13 | INT | 3 |
12 | EGO | 4 |
25 | PRE | 15 |
2 | COM | -4 |
50 | PD | 27 |
40 | ED | 25 |
4 | SPD | 10 |
38 | REC | 0 |
150 | END | 0 |
160 | STUN | 32 |
8" | RUN | 0 |
2" | SWIM | 0 |
53" | LEAP | 0 |
Cost | Power | 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) | 0 |
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% | 0 |
30 | Gamma Toughness!: Physical Damage Reduction, Resistant, 50% | 0 |
13 | Impact Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) | 2 |
12 | Massive Physique: Knockback Resistance -6" | 0 |
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) | 0 |
20 | Recouperative Powers: Power Defense (20 points) | 0 |
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) | 0 |
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) | 0 |
4 | Swift: Running +2" (8" total) | 1 |
10 | Tough to Defeat: Lack of Weakness (-5) for Resistant Defenses (Normal Defenses) | 0 |
Cost | Martial Arts Maneuver |
Dirty Infighting | |
4 | 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 25d6 Strike |
5 | 2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 27d6 Strike |
4 | 3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
4 | 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 125 STR to Disarm roll |
4 | 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
Cost | Skill |
35 | +7 with HTH Combat |
25 | 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 |
Cost | Perk |
4 | Reputation: A match for the Hulk (A large group) 11-, +2/+2d6 |
3 | Anonymity: Emil Blonsky is concidered Dead. |
Total Character Cost: 925
Val | 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 |
Disadvantage Points: 150
Base Points: 200
Experience Required: 575
Total Experience Available: 575
Experience Unspent: 0