Powers and Equipment
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