The Abomination
Player: NPC, Created by Marvel Comics

Val  Char   Cost
115  STR105
20  DEX30
75  CON130
32  BODY44
13  INT3
12  EGO4
25  PRE15
2  COM-4
 
50  PD27
40  ED25
4  SPD10
38  REC0
150  END0
160  STUN32
 
8"  RUN0
2"  SWIM0
53"  LEAP0
Characteristics Cost: 421

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
Powers Cost: 366

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 
Martial Arts Cost: 21

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 
Skills Cost: 110

Cost   Perk
4   Reputation: A match for the Hulk (A large group) 11-, +2/+2d6 
3   Anonymity: Emil Blonsky is concidered Dead. 
Perks Cost: 7

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