Ok, so everyone has their own preferred build of the Hulk. So here's mine.
Savage Hulk - PL 16
Strength 25*/15, Stamina 14, Agility 7**/2, Dexterity 2, Fighting 12**/7, Intellect -2, Awareness 0, Presence 0
*Strength when enraged.
**Fighting and Agility when not enraged
Advantages
All-out Attack, Diehard, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Ultimate Effort: Strength
Skills
Intimidation 10 (+10)
Powers
Adaptive: Immunity 20 (Very Common Descriptor: Any attack that previously Incapacitated or Killed Him; Limited: Only lasts until the next scene.)
Ever Healing Tumor: Regeneration 20 (2 per round; Persistent)
Ever-Growing Tumor: Immunity 32 (Critical Hits, Fortitude Effects)
Fighting The Rage: Enhanced Fighting 5, Enhanced Agility 5 (+5 FGT, +5 AGL; Limited: Only when not experiencing Rage)
Gamma Hide: Impervious Toughness 14
Gamma Leap: Leaping 12 (Leap 4 miles at 250 miles/hour in 1 minute)
Hulk Strongest: Enhanced Strength 10 (+10 STR; Limited: Only When Suffering Rage)
. . Ground Slam: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere; Limited: Hulk and Target must be in contact with the ground.)
. . Roar of Rage: Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 20)
. . Thunder Clap: Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 20)
No One Tells Hulk What To Do!: Enhanced Trait 7 (Traits: Will +7 (+10))
Uncontrolled Change: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 3; Uncontrolled)
Offense
Initiative +6
Grab, +7 (DC Spec 35)
Ground Slam: Burst Area Damage 10 (DC 25)
Roar of Rage: Affliction 10, +7 (DC Will 20)
Throw, +2 (DC 40)
Thunder Clap: Affliction 10, +7 (DC Fort 20)
Unarmed, +7 (DC 40)
Complications
Enemy: The Hulk has many enemies, including the Leader, the U-Foes and the US Government.
Hatred: The Hulk hates Banner and the feeling is mutual.
Rage: When Hulk uses his "Hulk Strongest" Power, he cannot use any planning or strategy; he must simply lash out at the source of his anger until he has thoroughly smashed it.
Languages
Native Language
Defense
Dodge 11**/6, Parry 17**/7, Fortitude Immune, Toughness 14, Will 10/3
**When not enraged.
Power Points
Abilities 76 + Powers 145 + Advantages 7 + Skills 5 (10 ranks) + Defenses 7 = 240
Savage Hulk is the form we most think of when we think of the Hulk. Powerful, stupid, and full of rage.
Professor Hulk - PL 16
Strength 17*/14, Stamina 15, Agility 6, Dexterity 4, Fighting 10, Intellect 12, Awareness 3, Presence 4
*Strength when enraged.
Advantages
All-out Attack, Diehard, Inventor, Jack-of-all-trades, Takedown
Skills
Expertise: Science 2 (+14), Intimidation 2 (+6), Investigation 2 (+14), Technology 2 (+14)
Powers
Ever-Healing Tumor: Regeneration 20 (2 per round)
Gamma Immunity: Immunity 32 (Critical Hits, Fortitude Effects)
Gamma Leap: Leaping 12 (Leap 4 miles at 250 miles/hour in 1 minute)
Impervious Hide: Impervious Toughness 15
No One Tells Hulk What To Do: Enhanced Trait 7 (Traits: Will +7 (+10))
Rage Strength: Enhanced Strength 3 (+3 STR; Limited: Only when experiencing Rage complication.)
Offense
Initiative +6
Grab, +10 (DC Spec 27)
Throw, +4 (DC 32)
Unarmed, +10 (DC 32)
Complications
Enemy: The Professor has the same enemies as the Savage Hulk.
Rage: When Professor uses his "Rage Strength" Power, he cannot use any planning or strategy; he must simply lash out at the source of his anger until he has thoroughly smashed it.
Relationship: Professor Hulk's wife Betty and his best friend Rick Jones and his wife Marlo are the two most important people in his life.
Languages
Native Language
Defense
Dodge 6, Parry 10, Fortitude Immune, Toughness 15, Will 10/3
Power Points
Abilities 142 + Powers 89 + Advantages 5 + Skills 4 (8 ranks) + Defenses 0 = 240
A combination of the three personalities, strong, cunning and smart, but not as powerful as the savage Hulk.
Joe Fixit - PL 16
Strength 17*/12, Stamina 12, Agility 2, Dexterity 2, Fighting 10, Intellect 6, Awareness 10, Presence 11
*Strength when enraged.
Advantages
All-out Attack, Assessment, Benefit, Status: Choose Status, Connected, Contacts, Daze (Intimidation), Diehard, Fascinate (Intimidation), Improved Grab, Improved Hold, Improved Smash, Second Chance: Choose Hazard, Seize Initiative
Skills
Close Combat: Unarmed 2 (+12), Deception 2 (+13), Expertise: Las Vegas Crime 3 (+9), Intimidation 2 (+13), Investigation 3 (+9), Perception 2 (+12), Persuasion 1 (+12), Sleight of Hand 1 (+3), Stealth 8 (+10)
Powers
Elephantine Hide: Impervious Toughness 12
Grey Rage: Enhanced Strength 5 (+5 STR; Limited: Only when experincing the Rage complication.)
Grey Tumor II: Regeneration 10 (Every 1 round; Persistent)
Grey Tumor: Immunity 32 (Critical Hits, Fortitude Effects)
Leap Into The Night: Leaping 10 (Leap 1 mile at 250 miles/hour in 12 seconds)
Stubborn Bouncer: Enhanced Trait 6 (Traits: Will +6 (+16))
Offense
Initiative +2
Grab, +10 (DC Spec 27)
Throw, +2 (DC 32)
Unarmed, +10 (DC 32)
Complications
Enemy: Joe Fixit has the same enemies as the other Hulk forms.
Rage: When Joe uses his "Grey Rage" Power, he cannot use any planning or strategy; he must simply lash out at the source of his anger until he has thoroughly smashed it.
Vegas, Baby!: Joe has a lot invested in the city where he serves as a casino bouncer, and is very protective of his chosen home.
Languages
Native Language
Defense
Dodge 2, Parry 10, Fortitude Immune, Toughness 12, Will 16/10
Power Points
Abilities 130 + Powers 85 + Advantages 13 + Skills 12 (24 ranks) + Defenses 0 = 240
Joe Fixit is cunning, crafty, and amoral at best.
Dr. Robert Bruce Banner - PL 16
Strength 2, Stamina 6, Agility 3, Dexterity 2, Fighting 2, Intellect 12, Awareness 8, Presence 6
Advantages
Connected, Contacts, Defensive Attack, Defensive Roll, Diehard, Hide in Plain Sight, Improved Initiative 2, Improvised Tools, Instant Up, Interpose, Inventor, Jack-of-all-trades, Seize Initiative, Skill Mastery: Expertise: Science, Skill Mastery: Investigation, Ultimate Effort: Investigation, Well-informed
Skills
Close Combat: Unarmed 2 (+4), Deception 8 (+14), Expertise: Science 6 (+18), Insight 9 (+17), Investigation 4 (+16), Perception 4 (+12), Persuasion 4 (+10), Sleight of Hand 10 (+12), Stealth 12 (+15), Technology 6 (+18), Treatment 4 (+16)
Powers
"Don't Make Me Angry!": Cumulative Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative; Instant Recovery, Limited: Only to prevent target from making Bruce angry., Notes: This is an attempt to indimidate opponents into leaving him alone using the fear that he will transform into the Hulk.)
Banner Smartest!: Variable 11 (technological; Limited: Requires materials, Slow, Notes: This represents Banner's ability to take the materials available to him and come up with a solution to the plot point at hand (usually some means of restraining the Hulk).)
Fast Mind: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental Tasks)
Gamma Sponge: Immunity 1 (Custom: Radiation 1)
Growing Rage IIX: Regeneration 2 (Every 5 rounds)
Partial Transformation
. . Growing Rage I: Enhanced Strength 8 (+8 STR; Uncontrolled)
. . Growing Rage II: Enhanced Stamina 6 (+6 STA; Uncontrolled)
. . Growing Rage III: Leaping 7 (Leap 900 feet at 250 miles/hour; Uncontrolled)
. . Growing Rage IV: Enhanced Trait 8 (Traits: Fortitude +8 (+14); Uncontrolled)
. . Growing Rage V: Impervious Fortitude 15 (Uncontrolled)
. . Growing Rage VI: Enhanced Trait 4 (Traits: Will +4 (+12); Uncontrolled)
. . Growing Rage VII: Enhanced Fighting 5 (+5 FGT; Uncontrolled)
. . Scary Growl: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 16; Uncontrolled)
Offense
Initiative +11
"Don't Make Me Angry!": Cumulative Affliction 10, +2 (DC Will 20)
Grab, +2 (DC Spec 12)
Scary Growl: Affliction 6, +2 (DC Will 16)
Throw, +2 (DC 17)
Unarmed, +4 (DC 17)
Complications
Enemy: Banner has the same enemies as the Hulks.
Hatred: Banner hates the Hulk, and the feeling is mutual.
Partial Transformation: The Partial Transformation Power only works when the GM declares that Banner might change into the Hulk. If Banner makes a Will Resistance Check at a minimum of DC 15 (increased by the circumstances, as required), he can Partially Transform instead. During Partial Transform, Banner is angry but not raging, and all of his INT checks (including skill checks) are at -5 circumstance. He must make a Will check to calm down again, and if he fails by more than three degrees transforms completely into the Hulk. If he suffers any circumstance that could make him angrier, he must make his Will check again or change into the Hulk.
Relationship: Banner has a wife (Betty) and a best friend (Rick Jones).
Languages
Native Language
Defense
Dodge 3, Parry 2, Fortitude 6, Toughness 7/6, Will 8
Power Points
Abilities 82 + Powers 105 + Advantages 18 + Skills 35 (69 ranks) + Defenses 0 = 240
Ok, I took a lot of liberties with this one. But I've always enjoyed the rare times when Bruce exhibited a Partial Hulk change.
This was done in a bit of a hurry, so let me know if I made some calculation mistakes. Opinions welcome.
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