“The Abomination” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
80
18
40
40
13
20
20
10

16
8
3
24
80
100
Base
10
10
10
10
10
10
10
10

  (STR/5)
  (CON/5)
  1+(DEX/10)
  (STR/5)+(CON/5)
  (CON x 2)
  BODY+(STR/2)+(CON/2)
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Roll
 
 
 
 
 
 
 
 

 
 
 
 
 
Notes

HTH damage   Lift   END

OCV     DCV   

 

 

Perception Roll

Base ECV  

Base Presense Attack

 


Resistant PD Total PD

Resistant ED Total ED

Phases 1 2 3 4 5 6 7 8 9 10 11 12


*Without Powers/Equipment

341 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
600
 
Char Cost
341

Dis. Points
140
 
Skill Cost
99

Exp. Points
0
 
Power Cost
300

Total Points
740
 
Total Cost
740



Cost
Name
Roll


















 
Perks



99
Total Cost

 

Cost
Power/Equipment
END

Jade Giant Physique

5
1) Gamma Strength
1

+5 STR, Reduced Endurance (1/2 END; +1/4) (26 Active Points); Limited Power Power Cannot Be Pushed (-1/4) (Modifiers affect Base Characteristic)

55
2) Gamma Leaping
5

Leaping +25" (42" forward, 21" upward) (Accurate, x64 Noncombat)

5
3) Gamma Running
1

Running 0" (9" total), x4 Noncombat

64
4) Gamma Tough
0

Hardened (+1/4) (11 Active Points) applied to PD (Real Cost: 11)
Hardened (+1/4) (11 Active Points) applied to ED (Real Cost: 11)
Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points) (Real Cost: 31)
Lack Of Weakness (-11) for Normal Defense (Real Cost: 11)

20
5) Gamma Healing Factor
0

Healing BODY 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Self Only (-1/2)

35
6) Gamma Powered Metabolism
0

Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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)


Battle Rage, all slots Limited Power (Only While Enraged; -1/4)

10
1) Indomitable Fury
9

Mental Defense (24 points total), Hardened (+1/4) (26 Active Points); Increased Endurance Cost (x3 END; -1), Costs Endurance (Only Costs END to Activate; -1/4), Limited Power (Only While Enraged; -1/4)

12
2) Terrifying Rage

+15 PRE (15 Active Points); Limited Power (Only While Enraged; -1/4)
[Note: PRE roll/attack becomes 16- / 7d6]


72
Muscle Moves Multipower, 90-point reserve, (90 Active Points); all slots Extra Time (Delayed Phase, Only to Activate, -1/4)

5u
1) Devastating Flurry
3

Punches: Autofire (3 shots; +1/4) for up to 111 Active Points of STR (28 Active Points) (Real Cost: 28)
Synergistic Punch Damage: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (62 Active Points); Hand-To-Hand Attack (-1/2), Linked (Punches; -1/4) (Real Cost: 31)
[Note: The Abomination’s basic hand to hand attack]

3u
2) Overhead Double Fisted Slam
0

Hand-To-Hand Attack +10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Extra Segment, -1/2), No Knockback (-1/4)
[Note: Better Dive for Cover!]

3u
3) Shockwave
9

Energy Blast 10d6, Hole In The Middle (+1/4), Explosion (+1/2) (87 Active Points); No Range (-1/2), Restrainable (-1/2), Limited Power (Only Affects Targets On The Ground; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) vs ED.
[Note: Adapted From Official Hulk write-up]

3u
4) Wrapping Opponents Up
9

Entangle 9d6, 9 DEF (standard effect: 9 BODY, 9 DEF) (90 Active Points); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get he materials; -1/2), Limited Power (Defense depends on materials used; -1/2)
[Note: Adapted From Official Hulk write-up]

4u
5) Thunderclap
9

Hearing Group Flash 10 1/2d6 (standard effect: 11 Segments), Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (87 Active Points); No Range (-1/2), Restrainable (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)
[Note: Adapted From Official Hulk write-up]

4u
6) Tireless
[8]

Aid END 6d6, Can Add Maximum Of 60 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (90 Active Points); Self Only (-1/2), 8 Charges (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)


300
Total Powers and Equipment Points











The Abomination




 

Cost
Name

35
Enraged: Engaged In Combat (Very Common), go 14-, recover 8-

5
Enraged: Comparison to Banner/The Hulk (Uncommon), go 8-, recover 14-

25
Distinctive Features: Huge and Green (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

10
Hunted: Factions of US Military 8- (As Pow, Capture)

10
Hunted: Factions of Russian Military 8- (As Pow, Capture)

10
Hunted: Factions of Chinese Military 8- (As Pow, Capture)

10
Psychological Limitation: Feelings of Persecution/isolation (Common, Moderate)

10
Psychological Limitation: Hatred of The Hulk/Bruce Banner (Common, Moderate)

15
Reputation: A Monster & Bringer of Destruction, 14-

10
Social Limitation: Outcast (Frequently, Major, Not Limiting In Some Cultures)


140
Total Disadvantage Points