Attributes: Agility d4, Smarts d12, Spirit d6, Strength d4, Vigor d6
Charisma: 0, Pace: 6, Parry: 2, Toughness: 5
Skills: Knowledge (Biology) d12(+2), Knowledge (Radiation) d12(+2), Notice d6(+2),
Persuasion d4, Repair d6
Hindrances: Gimmick, Heroic, Loyal, Wanted (Minor)
Edges: Alertness, Scholar
Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12+8, Vigor d12+8
Skills: Climbing d6, Fighting d10, Intimidation d10, Notice d4, Stealth d6,Throwing d8
Charisma: -2, Pace: 48, Parry: 7, Toughness: 30 (9)
Hindrances: All Thumbs, Distinctive Appearance, Gimmick, Heroic
Edges: Berserk, Brawny, Combat Reflexes, Frenzy, Sweep, Two Fisted
Armor (8) +9 Heavy Armor
Attack, Melee (9) Focus, Knockback. Str+2d6
Awareness (2) Limited. Astral Beings only.
Earthquake (4) Earth Shake (Stomp)
Growth (3) Monster. Size +2
Immunity (16) Cold, Disease, Heat, Radiation
Leaping (6) Can leap 32” vertical and 64” horizontal. Bounce.
Regeneration (15) True Regeneration
Speed (5) Pace 48.
Stun (6) Larger. Stronger. (Clap)
Super Attributes (16) Strength +8 steps, Vigor +10 steps.
Toughness (13) +6 Toughness, Hardy.
Strongest there is! (Limited Activation)
Attack Melee (6) 4 Levels
Super Attributes (10) Strength +12 steps
The round Hulk becomes Berserk he gains one step in Strength per round. Every three steps of Strength adds one level of Attack Melee to a maximum of Strength d12+20 and 6d6 Attack Melee. For example, the Hulk has been Berserk for eight rounds. At the beginning of the ninth round his Strength would be d12+17 and Attack Melee would be 5d6.