Here's my conversion of The Hulk for DFRPG. It is the earlier Hulk before the usual comics power creep raised him at godly levels but he is still very much a force to be reckoned with. He's Refresh 34. Most mortal attackers will have to contend with defense of +11 (+10 for might-modified endurance) before even counting Mythic Toughness/Recovery, attacks at +11 at weapon 15 (!) that can flatten a tank in one blow and an effective Might score of +23 (!!!) for lifting and breaking stuff. He could use tanks for thrown weapons and peel off vault doors like we do sticky paper.
POWERS
[+2] Rage; this is human form, involuntary change, for all powers labeled "only when raging". The Hulk enters a rage when he fails to control his anger (see below)
[-1] Demonic Co-Pilot; spirit of rage. On physical combat rolls plus anything that would make the Hulk angry. Discipline Failure triggers Rage.
[-6] Inhuman Strength - Mythic Strength when "raging".
[-6] Inhuman Toughness - Mythic Toughness when "raging".
[-6] Mythic Recovery
[-4] Inhuman Speed - Supernatural Speed when "raging".
[-2] Hulking Size - when raging.
[+3] The Chatch is "Spirit Attacks", (spirit magic or spiritual entities)
[-3] Mighty Blows; The Hulk can attack/maneuer people in melee at Fists +2, weapon 4, modified for his might. Only when "raging." (Ripoff off Incite Emotion but for physical attacks)
[-2] Unstoppable; The Hulk uses his modified Might for defense instead of Athletics.
[-2] Bulletproof Skin; armor increases by 2 vs physical stress.
[-2] Mindless Rage; while raging The Hulk uses its modified might score as defense vs mental attacks and takes no mental stress from Demonic Co-Pilot. Unfortunately, it has trouble recognizing friend from foe and will attack everything in its path; roll discipline vs a difficulty of Epic to avoid involuntary property damage in a scene, vs difficulty of Great to avoid harming innocents.
[-1] Lethal Weapon
[-1] Bend and Break
[-1] Mighty Thews
[-1] Wrestler
[-1] Dual Blows
SKILLS
+6 Might, Endurance
+5 Intimidate, Fists, Scholarship
+4 Conviction, Athletics, Lore (superscience)
+3 Discipline, Survival, Steath
+2 Rapport, Presence, Empathy
+1 Contacts, Resources, Driving