Red Hulk
General Thaddeus "Thunderbolt" Ross
F) In40
A) In40
S) Un100
E) Un100
R) Ex20
I) Ex20
P) Rm30
Health: 280 Karma: 70
Resources: Fe Pop: 0
Known Powers:
Hulk Form: After the Hulk invaded Earth with the Warbound, a Red Hulk has appeared that is not Bruce Banner. His very body gives him the following power stunts:
-Body Armor: Mn protection vs. Physical, Am protection vs. Energy
-Invulnerable to Cold, Heat, Fire, Radiation and Disease: CL1000
-Leaping: CL1000, 40 areas
-Regeneration: Am, 5 points/round
-Recovery: Un
-Energy Absorption: When Red Hulk is hit by Radiation in any form or Cosmic Rays, he absorbs up to an Am amount of damage and converts that directly into Strength. The Red Hulk adds the damage amount to his current Strength. If it brings his Strength to the minimum number of the next rank, his Strength temporarily becomes that rank. The maximum duration for any strength increase gained this way is 600 turns. Red Hulk’s Strength can never exceed the maximum rank number of Sh-Z, regardless of the amount of energy he absorbs.
-Energy Emission: Red Hulk emits heat as he gets angry. If Red Hulk is in combat with the same opponent or group of opponents after 5 rounds, he will start to emit Ty intensity Heat. Every round after this, Red Hulk must make a Psyche FEAT. If this roll is successful, his Heat intensity increases by +1cs. If his heat emission reaches Mn, he must make a Yellow Psyche FEAT every round. If he fails this roll, the Red Hulk passes out. If he succeeds with a Yellow roll (after he hits Mn intensity) his heat emission increases by +1cs. If he achieves a Red result, his condition stabilizes and he can continue fighting at this intensity. When or if his intensity reaches Un, he must perform his Psyche FEAT at -1cs cumulative per round with a minimum of Sh-0.
-Alter Ego: During times of stress, General Ross transforms into the Red Hulk
Equipment:
None
Talents: Guns, Martial Arts B, Tactician, Military, Leadership
Contacts: The Avengers, The ALliance