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Bloody Mess (PL 10)


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Bloody MessBloody Mess2.jpg

Power Level: 10/15 (250/250PP) [254]
Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage)
Unspent Power Points: 0
In Brief: Mutant Pugilist blood controller.
Alternate Identity: Fred 'Freddy' Furlong
Identity: Public
Birthplace: Freedom City
Occupation: Hero for hire (Ex Pugilist)
Affiliations: Bloodhound Investigations Agency, Revenant
Family: Alex Furlong (father), Dasha “Mama” Furlong (mother)

Description:
Age: 39 (DoB: 01/01/1985)
Apparent Age: 39
Gender: Male
Ethnicity: Caucasian
Height: 5’1”
Weight: 140 Kgs
Eyes: Brown
Hair: Brown


Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder.

As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. He usually wears a blood red t shirt with “M” on the front.

 

Power Descriptions:

Freddy Furlong is a mutant with an unnaturally stocky and resilient body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons.

 

Freddy has the ability to control his own blood and the blood of others. He can thin or clot blood, for instance. Doing so will make his eyes red and his skin blister. He prefers a straight fight than “cheating” with his blood control powers.

 

His most spectacular power is to drain the blood from his body, forming a homunculus of blood whilst his own body remains desiccated and inanimate.

 

History:

Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bareknuckle boxer, and got mixed up with the mafia.

 

When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever.

 

The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero.

 

Personality & Motivation:

Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames.

 

Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people.

 

Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance.

 

Powers & Tactics:

Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through.

 

If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat.

  

Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations.

 

Complications:

 

Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. 

 

Bloody Coward: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him..

 

Bloody Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society.

 

Bloody Dames, Don’t Ever hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame.

 

Bloody Illiterate: Fred can’t read or write, although he has learned a crude signature.

  

Bloody Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling...

 

Bloody Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp.

 

Blood, and only Blood: Bloody Mess’ blood control powers require the target to have blood (as opposed to be alive). Some creatures (such as Jellyfish, or fungus) without a blood system will be immune to his powers.

 

Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP

Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted]

Dexterity: 16 (+3)

Constitution: 30 (+10)

Intelligence: 8 (-1)

Wisdom: 12 (+1)

Charisma: 12 (+1)

 

Combat: 20 + 20 = 40PP

Initiative: +7

Attack: +10 [+14 in alternate form from size]

Grapple: +20 [+4 in alternate form], up to extra +4 when boosted

Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size]

Knockback: -6 [-1 in alternate form], up to -10 when boosted.

 

Saving Throws: 2 + 7 + 7 = 16 PP

Toughness: +10 (+10 Con) [+6 in alternate form from size]

Fortitude: +12 (+10 Con, +2)

Reflex: +10 (+3 Dex, +7)

Will: +8 (+1 Wis, +7)

 

Skills: 60R = 15PP

Bluff 4 (+5)

Climb 2 (+10)

Craft [Mechanical] 4 (+3)

Drive 4 (+7)

Gather Information 4 (+5)

Handle Animal 4 (+5)

Intimidate 8 (+9) [+6(+7) total in alternate form]

Knowledge [streetwise] 12 (+11)

Notice 4 (+5)

Search 4 (+3)

Sense Motive 4 (+5)

Stealth 4 (+7) [+19 total in alternate form from size]

Swim 2 (+10)

 

Feats: 57PP

All-Out Attack

Benefit 2 (Use Attack bonus for feint, challenge: no penalty for doing so as move action)

Defensive Attack

Elusive Target

Equipment 5

Fast Overrun

Fearless

Improved Critical 2 [unarmed Attack]

Improved Initiative 1

Improved Overrun

Improved Sunder

Improved Throw

Improved Trip

Interpose

Move By Action

Power Attack

Second Chance (Toughness save vs Unarmed Attacks)

Sidekick 32 The Hound

Takedown Attack 2

 

As enhanced traits

Endurance 1 (Potentially boosted up to Endurance 5)

 

Equipment 5PP = 25EP

Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP]

 

Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP])

 

Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP])

 

 

Powers: 47 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP

 

Blood Control Array (42PP Array; Feats: Alternate Power 5) [47PP]

BP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42}

Enhanced Skills (Intimidate +4 Ranks) [1 PP]

Enhanced Strength 4 [4 PP] (Total STR with Shrinking of 18)

Immunity 4 (Critical Hits, All Suffocation) [4 PP]

Insubstantial 1 (Flaws: Permanent) [5 PP]

Shrinking 12 (Diminutive Size, -12 STR, -2 Size Categories Feats: Innate, Normal Movement, Flaws: Permanent) [14PP]

Super Movement 4 (Slithering, Wall Crawling 3) [8 PP]

Drawback (-1 Toughness) [-1 PP]

 (1 + 4 + 4 + 5 + 14 + 8 -1 = 35 PP)

APDamage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Variable Descriptor 1 [blood]) {42/42} “Cause bleeding / clotting”

APFatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation) {42/42} “Thin Blood”

APDazzle 8 (All Senses but NB Complication, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected]) [42/42 PP] “Bloody Nose”

AP: Nauseate 6 (Extras: Continuous Aura [+4], Feats: Reversible, Selective Aura [38/42 PP] “Toxic Blood Blisters"

AP: Nullify 10 (All Blood/Bleeding Effects, Extras: Effortless, Perception Range [+1], Feats: Selective) [41/42 PP]

  

Enhanced Strength 4 (turbo powered blood) 

 

Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood)

 

Immovable 1 (Extras: Unstoppable) [2PP] (pumped up body)

 

Immunity 6 (Fatigue Effects, Disease) Flaws: Limited, Half Effect) [3 PP] “Mutant Blood”

 

Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs)

 

Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs)

 

Super Senses 5 (Olfactory Detect Blood, Accurate, Acute) [5 PP]

NB: Can detect blood in the open, not in a person (for instance, could detect a person with a bloodied nose, or bleeding wound).

 

Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Shockwave, Super Breath) [7 PP]

 

Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs)

 

Boost 4 (All strength based powers, Feats: Slow fade 1 [1 minute], Flaws: Only self) [9 PP]

Spoiler

Minute 1: STR 30 (+10), Super Strength 2 (Effective STR 50), Speed 6 (500mph), Swim 6 (100mph), Unstoppable Immovable 3 (+12 to checks to move, -8 Knockback), Leaping 6 (x100 Distance, Running 2000’, Standing 1000’, High 500’), Endurance 5 feat (+20 to checks)

Minute 2: STR 29 (+9), Super Strength 1 (Effective STR 44), Speed 5 (250mph), Swim 5 (50mph), Unstoppable Immovable 2 (+8 to checks to move, -7 knockback), Leaping 5 (x50 distance, Running 950’, Standing 475;m Hieght 237’), Endurance 4 feat (+16 to checks)

Minute 3: STR 28 (+9), Super Strength 1 (Effective STR 43), Speed 4 (100mph), Swim 4 (25mph), Unstoppable Immovable 2 (+8 to checks, -7 to knockback), Leaping 4 (x25 distance, running 475’, Standing 237’, High Jump 118’). Endurance 3 feat (+12 to checks)

Minute 4: STR 27 (+8), No additional superstrength or Immovable, Speed 3 (50mph), Swim 3 (10mph), Leaping 3 (x10 distance, Running 180’ Standing 90’, High45), Endurance 2 feat (+8 to checks)

 

 

Drawbacks: -1PP

 

Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP]

 

 

DC Block

ATTACK         RANGE         SAVEE            FFECT

Unarmed        Touch         DC 23* Toughness Damage (Physical)

Blood Control  Perception    DC 25 Fortitude  Damage (Physical)

Blood Thinning Perception    DC 25 Fortitude  Fatigue

Bloody Nose    Perception    DC 23 Fortitude  Dazzle**

Blood Infect   Touch/Aura    DC 21 Fortitude  Nauseate

*Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted.

 

Totals: Abilities (40) + Combat (40) + Saving Throws (16) + Skills (15) + Feats (57) + Powers (83) - Drawbacks (-1) = 250/250 Power Points

 

Edited by Supercape
Format change for blood array power - easier to read
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Posted (edited)

The HoundThe Hound2.jpg

 

Power Level: 7 (160/160PP)

Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack

Unspent Power Points: 0

In Brief: Dishevelled gumshoe detective / dog.

Alternate Identity: Harry Hound

Identity: Secret ('The Hound' is known, but not his superpowers)

Birthplace: Freedom City

Occupation: Freelance detective

Affiliations: Bloodhound detective agency

Family: Penny Hound, Sister (Cook)

 

Description:

Age: 50

Apparent Age: 50

Gender: Male

Ethnicity: Caucasian

Height: 5’8”

Weight: 60Kgs

Eyes: Brown

Hair: Brown

 

Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, creased shirt, and loose tie. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional.

 

He does not (normally) wear a costume. He can, of course, preserve his secret I.D to a degree by his dog form. Whilst Harry is known as "The Hound", his ability to change into a dog and his canine powers are a secret.

 

In dog form, the Hound looks like a mangry mongrel dog. For some reason, whilst his clothes morph into dog form (and back again) his loose tie (presumably for psychological reasons) remains round his dog neck (unless he takes it off - which he will do if he remembers!)

 

Power Descriptions:

Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way)

 

History:

Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late. Desipte his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency.

 

Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship.

 

Personality & Motivation:

Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would.

 

He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them.

 

Powers & Tactics:

Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run away. He has got pretty good at this. In general he fights like he talks, dirty and sneaky.

 

In either dog or human form, Harry can speak human languages or bark/woof like a dog (speaking to canines). 

 

Abilities: 2 + 6 + 4 + 6 + 6 + 4 = 28PP

Strength: 12 (+1)

Dexterity: 16 (+2)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 20 + 20 = 40PP

Initiative: +6

Attack: +10 Melee, +10 Ranged

Grapple: +11

Defense: +10, +5 Flat-Footed

Knockback: -2

 

Saving Throws: 3 + 7 + 2 = 12PP

Toughness: +4 (+2 Con, +2 Defensive Roll)

Fortitude: +5 (+2 Con, +3)

Reflex: +10 (+3 Dex, +7)

Will: +5 (+3 Wis, +2)

 

Skills: 132R = 33PP

Bluff 8 (+10)

Craft [Mechanical] 2 (+5)

Diplomacy 4 (+6)

Disguise 4 (+6) (+26 for Dog form) Skill Mastery

Drive 4 (+7)

Gather Information 14 (+16) Skill Mastery

Handle Animal 8 (+10)

Investigate 12 (+15)

Knowledge (Behaviour Sciences) 4 (+7)

Knowledge (Civics) 4 (+7)

Knowledge (Current Events) 4 (+7)

Knowledge (Life Sciences) 4 (+7)

Knowledge (Streetwise) 12 (+15)

Languages 2 (English [Native], Italian, Spanish)

Medicine 4 (+7) Skill Mastery

Notice 10 (+13)

Perform (Comedy) 4 (+6)

Search 12 (+15)

Sense Motive 12 (+15) Second Chance

Stealth 4 (+7) Skill Mastery

 

Feats: 27PP

Animal Empathy

Attractive (to Animals)

Contacts

Defensive Attack

Defensive Roll 1

Evasion 2

Improved Defense 2

Improved Initiative 1

Improved Throw

Improved Trip

Jack of All Trades

Prone Fighting

Redirect

Second Chance (Sense Motive)

Set Up

Skill Mastery (Bluff, Disguise, Gather Information, Stealth)

Sneak Attack 1

Teamwork 3

Taunt

Uncanny Dodge (Hearing)

Well Informed

 

Powers: 8 + 2 + 10 + 2 = 22PP

 

Animal Control 7 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [8PP]

 

Comprehend 2 (Speak to and understand animals, Flaws: Limited to Canines ) [2PP]

 

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Covers Scent, Metamorph ) [10PP]

Spoiler

Summary of Changes

 

+2 STR (2 PP), Super-Senses (Ultrasonic Hearing) [1 PP], Temporary Disability (No hands) -3 PP, No Craft or Drive Skills, +6 Stealth [0 PP]

 

Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PPHarry the Dog.jpg

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 20 + 20 = 40PP

Initiative: +6

Attack: +10 Melee, +10 Ranged

Grapple: +11

Defense: +10, +5 Flat-Footed

Knockback: -2

 

Saving Throws: 3 + 7 + 2 = 12PP

Toughness: +4 (+2 Con, +2 Defensive Roll)

Fortitude: +5 (+2 Con, +3)

Reflex: +10 (+3 Dex, +7)

Will: +5 (+3 Wis, +2)

 

Skills: 132R = 33PP

Bluff 8 (+10)

Diplomacy 4 (+6)

Disguise 4 (+6) (+26 for Dog form) SM

Gather Information 14 (+16) SM

Handle Animal 8 (+10)

Investigate 12 (+15)

Knowledge (Behaviour Sciences) 4 (+7)

Knowledge (Civics) 4 (+7)

Knowledge (Current Events) 4 (+7)

Knowledge (Life Sciences) 4 (+7)

Knowledge (Streetwise) 12 (+15)

Languages 2 (English [Native], Italian, Spanish)

Medicine 4 (+7) SM

Notice 10 (+13)

Perform (Comedy) 4 (+6)

Search 12 (+15)

Sense Motive 12 (+15) Second Chance

Stealth 10 (+13) Skill Mastery

 

Feats: 25PP

Animal Empathy

Attractive (to Animals)

Contacts

Defensive Attack

Defensive Roll 1

Evasion 2

Improved Defense 2

Improved Initiative 1

Improved Throw

Improved Trip

Jack of All Trades

Prone Fighting

Redirect

Second Chance (Sense Motive)

Set Up

Skill Mastery (Bluff, Disguise, Gather Information, Stealth)

Sneak Attack 1

Teamwork 3

Taunt

Uncanny Dodge (Hearing)

Well Informed

 

Powers: 8 + 2 + 10 + 3 = 23PP

 

Animal Control 7 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [8PP]

 

Comprehend 2 (Speak to and understand animals, Flaws: Limited to Canines ) [2PP]

 

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Covers Scent, Metamorph ) [10PP]

 

Super Senses 3 (Scent, Tracking [Olfactory 1], Ultrasonic Hearing) [3PP]

 

Drawbacks: -3 PP (Temporary Disability: No hands)

 

Totals: Abilities (30) + Combat (40) + Saving Throws (12) + Skills (33) + Feats (25) + Powers (23) - Drawbacks -3 = 160/160 Power Points

 

Super Senses 2 (Scent, Tracking [Olfactory 1]) [2PP]

 

Drawbacks: 0PP

 

DC Block:

ATTACK            RANGE        SAVE            EFFECT

Unarmed           Touch        DC 16 Toughness Damage (Physical)

Dog Control       Touch        DC 15 Will      Mind Control

[unarmed Attack is DC 17 in metamorph form. Also +2 DC from sneak attacks in either form]

 

Totals: Abilities (28) + Combat (40) + Saving Throws (12) + Skills (33) + Feats (25) + Powers (22) - Drawbacks (0) = 160/160 Power Points

Edited by Supercape
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