ABSORBING MAN Villain

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ABSORBING MAN Villain ABSORBING MAN Villain Real Name: Carl "Crusher" Creel Occupation: Professional criminal. Identity: Publicly known. Legal Status: Citizen of the United States with a criminal record. Other Aliases: None. Place of Birth: Houston, Texas. Marital Status: Presumably single. Known Relatives: None. Group Affiliation: None. Base of Operations: Mobile. First Post-Reboot Appearance: THOR: GOD OF THUNDER # History: Crusher Creel was a small-time criminal serving a prison sentence for aggravated assault when he was made an unwitting pawn in one of the schemes cooked up by the Norse trickster god, Loki (see Loki). Posing as one of the inmates assigned to work the prison cafeteria, Loki laced Creel's food with a rare Asgardian herb, granting him superhuman powers. Creel used these new powers to break out of prison, after which he was manipulated into combat with the Norse thunder god, Thor (see Thor). He has since clashed with the thunder god on a second occasion. It has recently come to light that the idea to transform Creel into the Absorbing Man was Sif's; Loki simply implemented it (see Sif). Height: 6' 4" Weight: 265 lbs. Eyes: Brown Hair: Bald; has brown facial hair. Uniform: None. Strength Level: Without changing his body, the Absorbing Man has the normal human strength of a man his age, height, and build who engages in intensive regular exercises. When using his powers, he can increase his strength to many times that, ultimately possessing the ability to lift (press) over 50 tons. Known Superhuman Powers: By touching an item, the Absorbing Man can take on its physical properties. For example, by touching a steel bar, he can transform himself into solid steel. Creel has also proven to be able to reattach limbs which are severed while in his transformed state by holding the limb in place and changing back to human. Whether or not he would be able to reassemble himself following a massive dispersal of his transformed body – such as if he was to be shattered while in a state resembling crystal or glass – is currently unknown. Weapons: Creel wields his prison ball and chain, which he was wearing at the time of his first transformation, as a kind of flail. The ball and chain changes as he does, taking on the physical properties of whatever he touches, enabling him to wield it at his full enhanced strength. 1,004 points ST: 13 (25/250*) [30] HP: 13/25 [0*] Speed: 6.00 [5] DX: 11 [20] Will: 12 [15] Move: 5 [-5] IQ: 9 [-20] Per: 12 [15] HT: 12 [20] FP: 12 [0] SM: 0 Dmg: 1d/2d-1 (2d+2/5d-1; 26d/28d) BL: 34 lbs. (125 lbs./12,500 lbs.) Dodge: 10 Parry: 11 DR: 50 Languages: English (Native) (Native Language) [0]. Cultural Familiarities: Western (Native) [0]. Advantages: Combat Reflexes [15]; Enhanced ST +37 (Accessibility: Only With Super ST, -10%; Magical, -10%) [248]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction /10) (Accessibility: Only In Altered Body Form, -10%; Magical, -10%) [120]; Injury Tolerance (Independent Body Parts) (Accessibility: Only In Altered Body Form, -10%; Reattachment Only, -50%; Magical, -10%) [10]; Morph (Extra Morphing Capacity: +175; Accessibility: "Body of..." Meta-Traits Only, -10%; Cannot Memorize Forms, -50%; Needs Sample (Must Touch Subject), -5%; Retains Shape, -20%; Magical, -10%) [195]; Resistant to Disease (+8 to HT rolls) [5]; Resistant to Poisons (+3 to HT rolls) [5]; Signature Gear 3 (Magical Ball and Chain) [3]; Super ST +12/+200 (Accessibility: Only In Altered Body Form, -10%; Magical, -10%) [456]; Unkillable 2 (Accessibility: Only In Altered Body Form, -10%; Magical, -10%) [80]; Very Fit [15]. Perks: Improvised Weapons (Flail) [1]; Supersuit [1]. Disadvantages: Code of Honor (Criminal's) [-5]; Greed (12) [-15]; Ham-Fisted -1 [-5]; Overconfidence (9) [-7]; Social Stigma (Criminal Record) [-5]; Truthfulness (9) [-7]; Wealth (Poor) [-15]. Quirks: Alcohol Intolerance [-1]; Dual Identity [-1]; Likes Fighting [-1]. Skills: Brawling (E) DX+3 [8] – 14; Climbing (A) DX+1 [4] – 12; Flail (H) DX+3 [16] – 14; Forced Entry (E) DX+1 [2] – 12; Intimidation (A) Will+1 [4] – 13; Musical Instrument (Drum Set) (H) IQ+1 [8] – 10; Running (A) HT+0 [2] – 12; Search (A) Per+0 [2] – 12; Streetwise (A) IQ+4 [16] – 13; Urban Survival (A) Per+0 [2] – 12. Starting Spending Money: $800 (20% of Starting Wealth). * Includes +12/+200 from Super ST and +37 from Enhanced ST. Role-Playing Notes: Crusher Creel is a career criminal mainly because he knows he's not much use at doing anything else. He was hired muscle even before his transformation, and is constantly looking to use his powers mainly to steal money. Creel's biggest drawbacks are his Overconfidence and his IQ. He can be tricked into taking on the properties of a very brittle substance, such as glass or diamond, in which state he can be shattered (he will eventually pull himself back together). BRAWLING TL Weapon Damage Reach Parry Cost Weight ST Notes – Brawling Punch 1d cr C 11 – – 13 – – Transformed ST 2d+3 cr C 11 – – 25 [1] – – Super ST 26d+25 cr C 11 – – 250 [1] – Brawling Kick 1d+1 cr C, 1 n/a – – 13 – – Transformed ST 2d+4 cr C, 1 n/a – – 25 [1] – – Super ST 26d+26 C, 1 n/a – – 250 [1] Notes: [1] Only usable in altered states. Absorbing Man's Ball and Chain FLAIL TL Weapon Damage Reach Parry Cost Weight ST Notes 2 Ball and Chain 2d+2 cr 1-3 11U $30K 6 12 [1, 2] – Transformed ST 5d+2 cr 25 [3] – Super ST 26d+3 cr 250 [3] Notes: [1] Attempts to parry the ball and chain are at -4; attempts to Block it are at -2. [2] Ball and chain enchanted to adapt to Absorbing Man's physical changes, including the ability to take full advantage of his Super ST damage. [3] Only usable in altered states. ASGARD Geography Properly speaking, the name 'Asgard' refers to both the city that houses most of the Aesir and the plane on which it resides (see Asgard, 2010 A.D. Asgardians). In a broader sense, the name can also refer to the conglomeration of worlds connected to both Earth and Asgard; these Population: 7,700 (Search +0) include Vanaheim, home of the Vanir, the Aesir's sister race; Alfheim, home of the light elves; Nidavallir, home of the dwarves; Jotunheim, Physical and Magical Environment home of the giants; Svartalfheim, home of the dark elves; Nifflheim, Terrain: Plains which Hela rules and has turned into the land of her disgraced dead; Appearance: Very Beautiful Hygiene: +1 and Muspelheim, home of Surtur and the fire demons (see Hela; Normal Mana (Common Enchantment) Surtur). Earth is considered one of the Nine Worlds of Asgard, called "Midgard" by the Asgardians. Culture and Economy Matter in the Asgardian realms is denser than that on Earth; a Language: Old Norse Literacy: Accented chair made of Asgardian wood will weigh three times as much as a TL: 3 similar chair made of wood from Earth. This also applies to the Wealth: Very Wealthy (×20) Status: 0 to 8 Asgardians themselves, who weigh three times as much as humans of the same build. In fact, there is evidence that a human who spends Political Environment any significant length of time – several months at minimum – in any Government: Dictatorship (Monarchy) of the Nine Worlds (save Midgard itself) will eventually become CR: 2 (Corruption -1) thrice as dense themselves, due to constantly ingesting Asgardian Military Resources: $1.1M Defense Bonus: +8 food. The city of Asgard sits on the edge of a wide plain bordering the Notes edge of the landmass sharing its name. This landmass is roughly the The military presence of Asgard can be effectively size of a small continent, rivaling Australia or Europe in size. Despite doubled in times of crisis by enlisting the Einherjar, the not being spherical, the continent has a definite top and bottom, with warriors of Valhalla who reside in a castle outside the city. a center of gravity located at a point beneath it. The continent appears to "float" in space, and a sea that sits on the edge does not empty into outer space. There are portals located on the continent to most of the other Nine Worlds. The only world that is not permanently connected to the others is Earth, thanks mainly to the recent sundering of the rainbow bridge Bifrost. (There are still means of traveling between Earth and Asgard that do not rely on the Bifrost.) First Post-Reboot Appearance: THOR: GOD OF THUNDER # ASGARDIANS Aliens and Other Races Natives of the extradimensional plane of Asgard, the Surtur). Asgardians were worshiped around a thousand years ago by the All of the Asgardian races possess technology similar to that Norse, Teutonic, and Germanic peoples, most notably by the of the Norse Vikings of the High Middle Ages, with a society that ocean-going Vikings. There is some indication in Roman records resembles that of the Norsemen. Modern and futuristic technology that the Asgardians were worshipped by the Germanic peoples can operate in Asgard and its many connected realms, and around two thousand years ago, at the height of the Roman Asgardians who have come to Earth for lengthy periods of time, Empire. such as Loki, Sif, and Thor, have learned to use modern In times past, there were two tribes, the Aesir of Asgard and technology (see Loki). the Vanir of Vanaheim. Over time, the two tribes merged into one, First Post-Reboot Appearance: THOR: GOD OF THUNDER coming to be known as the Asgardians.
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