Bestiary

Val  Char   Cost    Roll    Notes
20    STR     10       13-      Lift 400.0kg; 4d6 [2]
27    DEX    34       14-      OCV: 9/DCV: 9
25    CON    15       14-
14    BODY   4
16    INT       6        12-      PER Roll 15-
12    EGO      2        11-      ECV: 3 – 3
20    PRE      10       13-      PRE Attack: 4d6

7+6 PD 5 Total: 7/13 PD (0/6 rPD)
8+6 ED 6 Total: 8/14 ED (0/6 rED)
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
15 REC 11
20 END 0
40 STUN 10 Total Characteristic Cost: 213

Movement: Running: 12m/24m
Flight: 40m/80m
Leaping: 4m/8m
Swimming: 40m/160m
Tunneling: 5m/10m

Cost Powers
4       Tail: Extra Limb (1) (5 Active Points); Limited Manipulation (-¼)
18     Resistant Protection (6 PD/6 ED)
10     Tracking with Smell/Taste Group
5       Ultraviolet Perception (Sight Group)
9       Animal Senses: +3 PER with all Sense Groups
7       Sonar: Active Sonar (Hearing Group) (15 Active Points); Limited Power Power loses about half of its effectiveness ((must be in bat or dolphin forms to use Sonar at all); -1)
14     Regeneration (1 BODY per Minute)
87     Variable Power Pool, 70 base + 70 control cost, (105 Active Points); Only to take on the powers of mammals (-1)
1) Armadillo Form: (Total: 65 Active Cost, 65 Real Cost) Killing Attack – Hand-To-Hand 2d6+1 (3 ½d6 w/STR) (Real Cost: 35) plus Resistant Protection (10 PD/10 ED) (Real Cost: 30) Real Cost: 65 3
2) Badger Form: (Total: 60 Active Cost, 60 Real Cost) Killing Attack – Hand-To-Hand 2d6+1 (3 ½d6 w/STR) (Real Cost: 35) plus Tunneling 5m through 10 PD material (Real Cost: 25) Real Cost: 60 5
3) Bat Form: Flight 40m (40 Active Points) Real Cost: 40 4
4) Dolphin Mode: (Total: 46 Active Cost, 42 Real Cost) Hand-To-Hand Attack +3 ½d6 (18 Active Points); Hand-To-Hand Attack (-¼) (Real Cost: 14) plus Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in Intense Cold) (Real Cost: 5) plus Swimming +36m (40m total) (x4 Noncombat) (Real Cost: 23) Real Cost: 42 4
5) Elephant Mode: (Total: 60 Active Cost, 60 Real Cost) +15 STR (Real Cost: 15) plus Running 5m (Real Cost: 5) plus Killing Attack – Hand-To-Hand 2 ½d6 (4d6 w/STR) (Real Cost: 40) Real Cost: 60 6
6) Rhino Mode: (Total: 68 Active Cost, 64 Real Cost) +25 STR (Real Cost: 25) plus Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼) (Real Cost: 16) plus Running 8m (Real Cost: 8) plus Resistant Protection (5 PD/5 ED) (Real Cost: 15) Real Cost: 64 5
7) Lion mode (default form): (Total: 70 Active Cost, 70 Real Cost) Killing Attack – Hand-To-Hand 2d6 (3d6+1 w/STR) (Real Cost: 30) plus Leaping 12m (Accurate) (Real Cost: 11) plus Running 24m, x4 Noncombat (Real Cost: 29) Real Cost: 70 7
8) Porcupine Mode: Killing Attack – Hand-To-Hand 1d6 (1 ½d6 w/STR), Persistent (+¼), Reduced Endurance (0 END; +½), Constant (+½) (34 Active Points) Real Cost: 34
13     Theriapathy: Telepathy 6d6 (Animal class of minds) (30 Active Points); Incantations (Requires Incantations throughout; -½), Limited Class Of Minds [Subset of a class] (Mammals; -½), Concentration (½ DCV; -¼) 3

4 Martial Escape +0 +0 35 STR vs. Grabs
4 Martial Strike +0 +2 6d6 Strike
5 Offensive Strike -2 +1 8d6 Strike
5 Passing Strike +1 +0 4d6 +v/10; FMove
3 Takedown +1 +1 4d6 Strike; Target Falls
3 Martial Grab -1 -1 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
3 +1/+1d6 Striking Appearance (vs. all characters)

Skills
16   +2 with HTH Combat
10   Animal Instincts: Defense Maneuver I-IV
3     Acrobatics 14-
3     Breakfall 14-
3     Contortionist 14-
5     Stealth 15-
3     Teamwork 14-
3     CK: Baltimore 12-
3     Computer Programming 12-
3     Paramedics 12-
3     Science Skill: Genetics 12-
3     Science Skill: Virology 12-
3     Shadowing 12-
13   Self-mutation: Power 17-
3     Tracking 12-
7     Animal Handler (Bovines, Canines, Elephants, Equines, Felines, Ursines) 13-

Total Powers & Skill Cost: 290
Total Cost: 503

400+ Disadvantages
5 Vulnerability: Scent-based attacks (Uncommon)
15 Psychological Complication: Overconfident (Common; Strong)
10 Psychological Complication: Impulsive (Uncommon; Strong)
5 Negative Reputation: CDC Scientist who screwed up, Infrequently
10 Hunted: MonsterMaker Infrequently (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
5 Rivalry: Professional (MonsterMaker’s Catmen; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Distinctive Features: Felinoid (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Accidental Change: When Surprised or Startled 8- (Uncommon)
103 Experience Points
(4 points unspent)