“The Hulk” HERO SYSTEM Character Sheet

Total















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Val*
80
18
40
40
13
20
20
10

16
8
3
24
80
100
Base
10
10
10
10
10
10
10
10

  (STR/5)
  (CON/5)
  1+(DEX/10)
  (STR/5)+(CON/5)
  (CON x 2)
  BODY+(STR/2)+(CON/2)
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Roll
 
 
 
 
 
 
 
 

 
 
 
 
 
Notes

HTH damage   Lift   END

OCV     DCV   

 

 

Perception Roll

Base ECV  

Base Presense Attack

 


Resistant PD Total PD

Resistant ED Total ED

Phases 1 2 3 4 5 6 7 8 9 10 11 12


*Without Powers/Equipment

322 Total Characteristics Points




Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
600
 
Char Cost
322

Dis. Points
150
 
Skill Cost
45

Exp. Points
15
 
Power Cost
398

Total Points
765
 
Total Cost
765



Cost
Name
Roll





 
Perks



45
Total Cost

 

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











The Hulk




 

Cost
Name

30
Enraged: Engaged In Combat (Very Common), go 11-, recover 8-

20
Enraged: Realizes He Has Been Tricked/Duped (Uncommon), go 14-, recover 11-

25
Distinctive Features: Huge and Green (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

10
Hunted: Factions of US Military 8- (As Pow, Capture)

20
Psychological Limitation: Overconfidence (Very Common, Strong)

15
Psychological Limitation: Ill-Tempered And Prone To Violence (Common, Strong)

20
Reputation: Violent, Frightening Monster, 14- (Extreme)

10
Social Limitation: Outcast (Frequently, Major, Not Limiting In Some Cultures)


150
Total Disadvantage Points