Most of us can understand acting a little stubborn from time to time. But the subject of today’s Panel to Play takes “immovable” to a whole new level. Join us today for a first look at the man who truly cannot be moved: Fred Dukes, The Blob!
Fred Dukes grew up big and he grew up mean. Unaware that he possessed a powerful mutation, he joined a circus as a strongman, expecting to live a lonely life as a sideshow. But his fortunes turned fast when first Xavier, then Magneto, then Mystique scouted him for various superpowered teams. Suddenly surrounded by peers who appreciated his abilities rather than mocked them, Fred quickly formed an attachment to his mutant identity. Now known as The Blob, his performing career may be behind him; but his superpowered shenanigans have just begun!
On the tabletop, The Blob is a 3-Threat tank. At Size 3 with 6 Stamina on both Healthy and Injured sides, he takes up space on the table, and he doesn’t plan to move. Anyone who gets too close will be met with a Range 2, Strength 5 Strike attack. If the irritating instigator in question is particularly unlucky, after The Blob gains his Power equal to the Damage dealt, they may be treated to a Short Push away from their assailant.
If someone has REALLY gotten on Fred’s nerves, they should probably stay outside of Range 3 of him. If he has 3 Power, anyone closer than that can be treated to a Strength 7 Thunderous Splash. This leaping bellyflop is one of the few things The Blob is willing to move for, and before Damage is dealt, he may Place himself within Range 1 of the unfortunate target. And if any Wilds pop up on those 7 dice, all other characters within Range 2 of The Blob will be Pushed Short by the force before suffering 1 Damage from the impact.
But The Blob is more than just a big guy with a Short movement speed. Being a strongman wasn’t an act; for 3 Power, The Blob can use Catch, Little Man! to hurl Size 3 terrain features Medium.
But if The Blob is going to stand around and throw things at people, he’s got to be able to take a little pain right back. Fortunately for him, whenever he suffers Damage, he can pay a single Power to activate Ha, Ha, Ha, That Tickles! This superpower gives him the staying power he needs to stay planted, as it reduces incoming Damage by 1 to a minimum of 1.
But what The Blob is most known for is being utterly immovable! His final superpower is Innate, and prevents him from ever being Pushed or Thrown by attack special rules. Nothing Can Move The Blob!
That’s it for today’s look at our newest member of the Brotherhood of Mutants. Be sure to check back in the future for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your copy of the Blob & Pyro Character Pack at your local game store or through our webstore today!
Until next time, Atomic Mass Transmissions, signing off!
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