
| Val | Char | Points | Total | Roll | Notes |
| 20 | STR | 10 | 20 | 13- | HTH Damage 4d6 END |
| 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 | RED | 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) | |
| 10 | Following Scent: Tracking with Smell/Taste Group | |
| 5 | Cat’s Eyes: Ultraviolet Perception (Sight Group | |
| 9 | Animal Senses: +3 PER with all Sense Groups | |
| 8 | Sonar: Active Sonar (Hearing Group), Sense (17 Active Points); Conditional Power (Must use Bat or Dolphin modes to have Sonar; -1) | |
| 7 | Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) (-1 1/2), Self Only (-1/2) | |
| 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 |
| 84 | Bestial Transformations: Variable Power Pool (Mimicry Pool), 70 base + 70 control cost, (105 Active Points); Limited Power (Only to deal simulate mammal abilities) (-1), Requires A Self-Mutation Power Roll (Skill roll; -1/2) | |
| 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 | ||
| 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 | ||
| 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 | ||
| Bat Form: Flight 20m (20 Active Points); No Noncombat Movement (-1/4) Real Cost: 16 | ||
| 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 | ||
| 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 | ||
| 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 | ||
| 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 | ||
| Squirrel Form: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) | ||
| 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 |
| Combat Skills | |
| 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 Fall |
| 3 | Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on |
| Perks | |
| 3 | Access (CDC Database) |
| 2 | Contact (former CDC Coworkers) |
| 4 | Vehicles and 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


