Bestiary

Bestiary
Val Char Points Total Roll Notes
20 STR 10 20 13- HTH Damage 4d6 END [2]
27 DEX 34 27 14-
25 CON 15 25 14-
15 BODY 5 15
16 INT 6 16 12- PER Roll 15-
12 EGO 2 12 11-
20 PRE 10 20 13- PRE Attack: 4d6
11 PD 9 11/21 11/21 PD (0/10 rPD)
11 ED 9 11/21 11/21 ED (0/10 rED)
5 SPD 30 5 Phases: 3, 5, 8, 10, 12
10 REC 6 10
50 END 6 50
45 STUN 13 45
12″ Running 0 31m
4″ Swimming 0 22m
4″ Leaping 0 10m Total Characteristics Cost: 215
Cost Powers END
4 Tail: Extra Limbs (5 Active Points); Limited Manipulation (-1/4) 0
10 Following Scent: Tracking with Smell/Taste Group 0
5 Cat’s Eyes: Ultraviolet Perception (Sight Group) 0
9 Animal Senses: +3 PER with all Sense Groups 0
8 Sonar: Active Sonar (Hearing Group), Sense (17 Active Points); Conditional Power Power does not work in Very Common Circumstances (Must use Bat or Dolphin modes to have Sonar; -1) 0
7 Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) (-1 1/2), Self Only (-1/2) 2
84 Bestial Transformations: Variable Power Pool (Mimicry Pool), 70 base + 70 control cost, (105 Active Points); Limited Power Power loses about half of its effectiveness (-1), Requires A Self-Mutation Power Roll (Skill roll; -1/2)
0
1) Armadillo Mode: (Total: 65 Active Cost, 65 Real Cost) Killing Attack – Hand-To-Hand 2d6+1 (3 1/2d6 w/STR) (Real Cost: 35) plus Resistant Protection (10 PD/10 ED) (Real Cost: 30) Real Cost: 65
3
0
2) Badger Mode: (Total: 50 Active Cost, 50 Real Cost) Killing Attack – Hand-To-Hand 2d6 (3d6+1 w/STR) (Real Cost: 30) plus Tunneling 2m through 7 PD material (Real Cost: 20) Real Cost: 50
5
0
3) Dolphin Mode: (Total: 55 Active Cost, 42 Real Cost) Life Support (Safe in High Pressure; Safe in Intense Cold) (Real Cost: 3) plus Swimming +18m (22m total) (x4 Noncombat) (Real Cost: 14) plus Hand-To-Hand Attack +3 1/2d6 (18 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus +20 STR; No Figured Characteristics (-1/2) (Real Cost: 13) Real Cost: 42
5
0
4) Bat Form: Flight 20m (20 Active Points); No Noncombat Movement (-1/4) Real Cost: 16
2
0
5) Elephant Mode: (Total: 50 Active Cost, 45 Real Cost) +15 STR (15 Active Points); No Figured Characteristics (-1/2) (Real Cost: 10) plus Running +5m (31m total) (Real Cost: 5) plus Killing Attack – Hand-To-Hand 2d6 (3d6+1 w/STR) (Real Cost: 30) Real Cost: 45
5
0
6) Lion Mode: (Total: 50 Active Cost, 50 Real Cost) Killing Attack – Hand-To-Hand 2d6 (3d6+1 w/STR) (Real Cost: 30) plus Running +12m (31m total), x4 Noncombat (Real Cost: 17) plus Leaping +6m (10m forward, 5m upward) (Real Cost: 3) Real Cost: 50
6
0
7) Porcupine Quills: Killing Attack – Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (0 END; +1/2), Constant (+1/2) (40 Active Points) Real Cost: 40
0
0
8) Rhino Mode: (Total: 47 Active Cost, 32 Real Cost) +25 STR (25 Active Points); No Figured Characteristics (-1/2) (Real Cost: 17) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 13) plus Running +2m (31m total) (Real Cost: 2) Real Cost: 32
5
0
9) Squirrel Form: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Conditional Power Must have claws manifested (-1/4) Real Cost: 7
0
0
10) Skunk Scent: (Total: 68 Active Cost, 55 Real Cost) Energy Blast 4d6, No Normal Defense (Unable to smell or taste, sealed systems, or is a skunk; +1) (40 Active Points) (Real Cost: 40) plus Change Environment (-1 to Smell/Taste Group PER Rolls, -1 Range Modifier, Multiple Combat Effects) (13 Active Points); Linked (Skunk Scent; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 7) plus Smell/Taste Group Flash 5d6 (15 Active Points); Linked (Skunk Scent; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 8) Real Cost: 55
6
10 Theriapathy: Telepathy 6d6 (Animal class of minds) (30 Active Points); Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Incantations (Requires Incantations throughout; -1/2), Limited Class Of Minds [Subset of a class] (Mammals Only; -1/2) 3
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
Perks
3 Access
2 Contact (Contact has access to major institutions) 8-
4 Vehicles & Bases
Talents
3 Lightsleep
Skills
3 Acrobatics 14-
7 Animal Handler (Bovines, Canines, Elephants, Equines, Felines, Ursines) 13-
3 Breakfall 14-
3 Contortionist 14-
10 Defense Maneuver I-IV
9 Self-Mutation 15-
4 AK: Baltimore 13-
7 Computer Programming 14-
3 Shadowing 12-
5 Stealth 15-
3 Teamwork 14-
3 Tracking 12-
3 Paramedics 12-
3 Science: Genetics 12-
3 Science: Virology 12-
4 +2 with Passing Strike
8 +1 with HTH Combat
Total Powers & Skills Cost: 255
Total Cost: 469
350+ Disadvantages
15 Psychological Limitation: Overconfident: (Common; Strong)
20 Psychological Limitation: Impulsive: (Very Common; Strong)
5 Reputation: CDC Scientist Who Screwed Up: , 8-
5 Vulnerability: Scent-Based Attacks: 1 1/2 x STUN (Uncommon)
10 Hunted: MonsterMaker 8- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
20 Hunted: Campaign Villian 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
Cool Stuff Points: 1
Total Disadvantages Points: 75