Powers and Equipment
Cost
Power/Equipment
END
Jade Giant Physique
40
1) Gamma Strength
Reduced Endurance (0 END; +1/2) (40 Active Points) applied to STR
54
2) Gamma Leaping
5
Leaping +24" (40" forward, 20" upward) (Accurate, x64 Noncombat)
5
3) Gamma Running
1
Running 0" (9" total), x4 Noncombat
49
4) Gamma Tough
0
Hardened (+1/4) (9 Active Points) applied to PD (Real Cost: 9)
Hardened (+1/4) (9 Active Points) applied to ED (Real Cost: 9)
Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points) (Real Cost: 31)
33
5) Gamma Healing Factor
0
Healing 4 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), 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)
5
7) See Astral Forms
0
Perceive into a single other dimension with Normal Sight
Hulk Smash!!!, all slots Limited Power (Only While Enraged; -1/4)
5
1) Indomitable Fury
3
Mental Defense (14 points total), Hardened (+1/4) (13 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]
26
3) Nigh Unstoppable
0
Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power (Power does not work while Hulk under 100 STR; -1) (Real Cost: 13)
Energy Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power (Power does not work while Hulk under 100 STR; -1) (Real Cost: 13)
45
4) The Madder Hulk Gets...
0
Aid 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Trigger (becoming Enraged, ; +1/4), STR and Itself (this Aid power) simultaneously (+1/2), Continuous (+1) (90 Active Points); Self Only (-1/2), Limited Power (Points fade immediately if Hulk recovers from being enraged; -1/2)
[Note: Each 1.5 points buys +1 point of STR; Each 15 points buys +1/2d6 of Aid to STR]
72
Hulk Moves Multipower, 90-point reserve, (90 Active Points); all slots Extra Time (Delayed Phase, Only to Activate, -1/4)
5u
1) Pounding Away
6
Autofire (5 shots; +1/2) for up to 120 Active Points of HTH Attacks (60 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
[Note: The Hulk’s basic hand to hand attack]
2u
2) Overhead Double Fisted Slam
2
Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 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]
398
Total Powers and Equipment Points