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How do I make she-hulk in champions


Basic204

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So far i'm trying to figure out how to make she-hulk in champions for around 500 points. 

 

So far I'm having a problem were her strength is squared by her normal strength.

 

Physical Transformation: As a result of a blood transfusion from her cousin Bruce Banner, AKA the Hulk, Jennifer Walters is able to alter her physical form into a female version of the Hulk. As She-Hulk, Walters' skin, hair, and eyes all turn green. Her frame also gains another 9 inches in height and 560 lbs of muscle and bone tissue. Unlike her cousin, the Hulk, much of Jennifer's gained muscle and bone mass is condensed and several times as dense as that of a human. As a result, though she is noticeably much larger than she is in her normal form, she looks much lighter than she actually is. Also unlike the Hulk, or rather certain Hulk incarnations, Jennifer retains her full intelligence and personality in her She-Hulk form. Most of the time, Walters is able to control her transformation, enabling her to change back and forth at will. This is because she did not suffer as much psychological trauma as a child as her cousin did. And while it augments her abilities, she retains greater control than her cousin.
 
workingout.jpg
Superhuman Strength: As She-Hulk, she is proportionally stronger than her Jennifer Walters form. This means that any extra strength gains as Jennifer Walters through intense physical training will be amplified, making her She-Hulk form that much stronger. As a result of her intense training, She-Hulk's calm strength currently surpasses the base strength levels of the Gray, Savage, and Professor incarnations of the Hulk, at least while they're in a calm emotional state. Originally She-Hulk was listed as only "class 50" (this is only a comparison scale regarding which character is stronger than who, and should not be taken literally. For example: Thor was listed as "class 95" at the time, and Hercules at exactly 100). [1] Right after she came back from the first Secret Wars as Thing's replacement in the Fantastic Four she began to workout with Thing's weights and got her strength up to at least class 75 [2] but through her career she continued to lift even greater weights, and the uppermost limit of her potential remains unknown. After prolonged weight-lifting training, she was able to easily defeat the Champion of the Universe, effortlessly supported the Thing's maximum weight with a single arm, was speculated to be stronger than Hercules, and manhandled a Thanos clone. She is currently listed as above "class 100" (Listed equal or stronger than Thor and Hercules [3]). It has been stated and shown that like her cousin, her strength increases with her emotions, such as fear and rage.[4] She-Hulk's strength has extended into her highly developed leg muscles, enabling her to leap great distances or heights. 
 
Superhuman Speed: Due, at least partially, to the great muscular strength and development of her leg muscles, she is capable of running and moving at speeds that are beyond the natural physical limits of the finest human athlete.
 
Superhuman Stamina: She-Hulk's highly advanced musculature produces considerably less fatigue toxins during physical activity than the musculature of an ordinary human. She can exert herself at peak capacity for about 48 hours before fatigue begins to impair her performance.
 
Superhuman Durability: She-Hulk's body is highly resistant to all forms of conventional injury. Her skin is capable of withstanding tremendous pressures and temperatures, falls from great heights, field-artillery canon shells, and powerful energy blasts without sustaining any injury.
Superhuman Agility: She-Hulk's agility, balance and bodily coordination are enhanced to levels that are beyond the natural physical limits of the finest human athlete.
Regenerative Healing Factor: Despite her body's extremely high resistance to injury, it is possible to injure her. However, she is capable of rapidly regenerating injuries that result in great tissue damage and blood loss within a matter of minutes. However, she is not capable of regenerating missing limbs or organs. She-Hulk's highly efficient metabolism renders her immune to all drugs and toxins as well as total immunity to all known Earthly diseases.
 
Body Switch: Thanks to training by the Ovoid alien race, She-Hulk can exchange her physical characteristics and powers with the physical characteristics and powers of another being by simply focusing on a mental image of the person and willing the transfer to take place. The actual intent of the Ovoid skill is to exchange the minds of the user and another being, but it was theorized by the Ovoid who trained the She-Hulk that some factor of her gamma-mutated physiology causes her use of this talent to manifest in a different way. She rarely uses this power; unless she initiates this exchange with another superhuman being, she will become basically human in ability, but still green-skinned and generally recognizable as the She-Hulk, and thus vulnerable to attack, a fact that the super-villainess Titania took advantage of the one time the She-Hulk did use this ability.
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She's a bog standard brick. She's just big and green.

Here's a rough version of her- No Body stealing powers, as I wasn't exactly sure how they worked as they doesn't use them very often. This output template doesn't show the secondary values.
-------
She Hulk


VAL    CHA    Cost    Roll    Notes
13    STR    3    12- / 21-    HTH Damage 2 1/2d6/12d6  END [1/6]
13    DEX    6    12- / 13-
13    CON    3    12- / 16-
18    INT    8    13-    PER Roll 13-
13    EGO    3    12-
18    PRE    8    13- / 15-    PRE Attack: 3 1/2d6 / 6d6
8    OCV    10
8    DCV    5
4    OMCV    3
4    DMCV    3
5    SPD    10    Phases:  3, 5, 8, 10, 12
6    PD    4    6/30 PD (0/24 rPD)
6    ED    4    6/30 ED (0/24 rED)
10    REC    6
30    END    2
20    BODY    3    
60    STUN    5

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m/44m    4m/44m forward, 2m/22m upward





Characteristics Total: 86

Cost    Powers
     She Hulk Powers, all slots Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
31    1)  +47 STR (47 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=5
9    2)  +7 DEX (14 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
15    3)  +22 CON (22 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
8    4)  +12 PRE (12 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
10    5)  +3 OCV (15 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
13    6)  +4 DCV (20 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
13    7)  +2 SPD (20 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
7    8)  +10 REC (10 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
3    9)  +20 END (4 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
5    10) +7 BODY (7 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
10    11) +30 STUN (15 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=
58    12) Resistant Protection (24 PD/24 ED/10 Power Defense) (87 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=0
13    13) Leaping +40m (4m/44m forward, 2m/22m upward) (20 Active Points); Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=2
6    14) Putting fingers/toes into surface.: Clinging (normal STR) (10 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Unified Power (Gamma Powered abilities; -1/4), Only In Alternate Identity (She Hulk; -1/4) - END=0
24    Life Support  (Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) - END=0
32    Regeneration (2 BODY per Turn) - END=0

Powers Total: 257


Cost    Skills
3    Bureaucratics 13- (15-)
3    Charm 13- (15-)
3    Conversation 13- (15-)
3    Criminology 13-
3    Deduction 13-
3    Interrogation 13- (15-)
3    KS: The Law 13-
6    KS: Supers in the Marvel Universe 16-
3    Oratory 13- (15-)
3    Persuasion 13- (15-)
4    PS: Lawyer 14- (16-)
3    Teamwork 12- (13-)
3    Tactics 13-
16    +2 with HTH Combat

Skills Total: 59

Cost    Perks
3    Fringe Benefit:  Federal/National Police Powers

Perks Total: 3

Cost    Talents
6    +2/+2d6 Striking Appearance (vs. all characters)

Talents Total: 6


Base Points: 500
Experience: 0
Experience Unspent: 0
Total Character Cost: 411

She Hulk.hdc

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Another thing you can do is tailor your build to an earlier part of She-Hulk's career. Body Switching is an enormously expensive power, for example, and, as you say, she hardly ever uses it. Just make her a bog-standard brick and 500 points will be far more than enough for garnish. 

 

For a long while she lost the ability to revert to Jennifer.

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According to the Official Guide to the Marvel Universe She Hulk could life about 90 tons.  This would translate to 58 STR.

 

To increase her mass 5 points of Density Increase would give her a Mass of 200kg (440 lbs) which would be close enough.  She also gains a PD +1 ED +1 and Knockback Resistance -1".  The Density Increase would be No END Persistent (+1), and OIHID (-1/4)

 

Jennifer Walters would probably have a 18 DEX as she is a tall and athletic young woman.  Her normal 3 SPD would increase to 5 SPD bringing it to superhuman levels.

 

In her She Hulk form she would gain Armor +20 rPD +20 rED.  This would give her practically immunity to any bullets (RKA 2d6 average damage 7 BODY 20 STUN).

 

Superleap +25" 64 NCM would simulate her leaping ability quite nicely.

 

Clinging could be used to show her ability to grab on to the sides of buildings using her strength.  She demonstrated this ability in a Savage She Hulk comic where she battled Iron Man, and the Hulk showed this ability in Marvel's The Avengers.

 

Strength and Stamina are simply a matter of having lots of STR and CON.

 

She would have Immunity to Disease, High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum Life Support.  She could have Extended Breathing [1 END/Turn] to show strong lungs, but she has been gassed unconscious several times in the comics, so she might have Vuln: Gas Attacks.

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For your consideration - an older version, within the same basic cost range you mentioned, character sheet by Sam Bell from The Great Net Book Of Real Heroes:

 

http://www.sysabend.org/champions/gnborh/text/She-Hulk-sb.txt

 

And another version, from the same source, character sheet by Matthew Ignash:

 

http://www.sysabend.org/champions/gnborh/text/She-Hulk-mi.txt

 

Granted, these are (from the information I can find) 4th Edition builds...But still worth a look, IMNSVHO.

 

-Carl-

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Cassandra: Would you really need to buy the cling ability?   Wouldn't  it depend on how often the character uses the ability?  If she only occasionally uses her great strength to scale buildings should she be charged?  Say I have a brick in my campaign who does not have a cling ability but finds him/herself in a situation where they want to do this particular stunt, would I tell them no because they did not buy cling or should I let the brick but if it becomes a common schtick I insist they buy the cling ability either by taking an equal measure of Disadvantages or through future accumulated XP? How  often is too many times of using this stunt before you lay down the law?

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Looks like I hit most of Cassandra's ideas.

 

BTW it looks like the Green Hulks have extended lifespans. I seem to remember that she is alive or was alive in the time of Maestro.

Whether she has DI or A bit of growth seems to be a question. I have just gotten in the habit since 5e of buying all but Growth Girl and Density Dame as the stats and powers that DI or Growth gives. Then taking the Physical limit.

I wrote her up using what I consider to be "Average Champions 5e-6e published powerlevel" aka DC12, CV 8, Dex 20, Spd 5, def 24 etc.

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Looks like I hit most of Cassandra's ideas.

 

BTW it looks like the Green Hulks have extended lifespans. I seem to remember that she is alive or was alive in the time of Maestro.

 

Whether she has DI or A bit of growth seems to be a question. I have just gotten in the habit since 5e of buying all but Growth Girl and Density Dame as the stats and powers that DI or Growth gives. Then taking the Physical limit.

 

I wrote her up using what I consider to be "Average Champions 5e-6e published powerlevel" aka DC12, CV 8, Dex 20, Spd 5, def 24 etc.

 

Growth is more appropriate to the Hulk given his bulk.  Jennifer is 6'7" as the She Hulk, and one level of Density Increase covers the mass.  Hulk is considerably heavier and bigger, so one level of Growth and one level of Density Increase would work well to show the differences between the cousins.

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Jennifer Walters

 

Val Char Cost

10 STR 0

11 DEX 3

10 CON 0

10 BODY 0

18 INT 8

11 EGO 2

20 PRE 10

16 COM 3

2 PD 0

2 ED 0

2 SPD -1

5 REC 0

26 END 0

23 STUN 0

Total Characteristics Cost: 25 Points

 

Cost Skills

2 AK: Los Angeles 11-

3 Bureaucratics 13-

3 Conversation 13-

1 FB: Law License

3 Interrogation 13-

2 KS: Criminal Law 11-

3 Oratory 13-

3 Persuasion 13-

2 PS: Attorney 11-

3 Streetwise 13-

Total Skills Cost: 25 Points

 

Cost Powers

50 Multiform: 250 Points [she Hulk]

Total Powers Cost: 50 Points

 

Total Cost: 100 Points

 

50+ Disadvantages

20 Accidental Change When Attacked or Injured (Common) 11-

10 DNPC: Morris Walters (Unaware Useful Normal) 8-

20 PsyL: Protective of Innocents (Very Common/Strong)

Total Disadvantages Cost: 100 Points

 

 

She Hulk

 

Val Char Cost

58* STR 43

18 DEX 24

28 CON 36

14 BODY 8

18 INT 8

11 EGO 2

20 PRE 10

14 COM 2

24* PD 12

16* ED 8

5 SPD 22

17 REC 0

58 END 0

50 STUN 0

Total Characteristics Cost: 175 Points

 

Cost Skills

2 AK: Los Angeles 11-

3 Bureaucratics 13-

3 Conversation 13-

1 FB: Law License

3 Interrogation 13-

2 KS: Criminal Law 11-

3 Oratory 13-

3 Persuasion 13-

2 PS: Attorney 11-

3 Streetwise 13-

Total Skills Cost: 25 Points

 

Cost Powers

15 Damage Resistance 20 rPD 10 rED

7 Density Increase Mass 200kg, STR +10*, PD +1*, ED +1* KNB -1", No END Persistent (+1), Always On (-1/2)

5 ES: RPT, OAF: Avengers ID Card (-1)

10 Multipower (10 Points)

1 u) Leaping +10"

1 u) Running +5"

1 u) Swimming +10"

10 LS: Extended Breathing [1 END/Turn], High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum

Total Powers Cost: 50 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 DNPC: Morris Walters (Unaware Useful Normal) 8-

10 Hunted: Avengers Enemies (As Powerful) 8-

15 Hunted: She Hulk Enemies (As Powerful/NCI) 8-

15 PsyL: Overconfidence (Very Common/Moderate)

20 PsyL: Protective Of Innocents (Very Common/Strong)

10 SocL: Secret Identity [Jennifer Walters] (Occasionally/Major)

20 Vuln: Gas Attacks, 2x STUN (Common)

Total Disadvantages Cost: 250 Points

 

*Density Increase Characteristics Added In

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