Jump to content

Bloody Mess (PL10/15) - Supercape (Gold)


Recommended Posts

gallery_563_39_6439.jpg

Player Name: Supercape

Character Name: Bloody Mess

Power Level: (10/15) (229/235PP)

Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage)

Unspent Power Points: 6

Progress To Silver Status: 55/60

 

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 ‘Mam’ Furlong (mother)

 

Description:

Age: 28 (DoB: 01/01/1985)

Apparent Age: 28

Gender: Male

Ethnicity: Caucasian

Height: 5’2â€

Weight: 140 Kgs

Eyes: Green

Hair: Brown

 

Fred Furlong looks like a brick. He is only 5’2†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. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is, an equally red eye mask.

 

Power Descriptions:

Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful.

 

History:

Fred grew up in a poor Immigrant family (from Eastern Europe). 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 bare knuckle 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’s stop 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 don’t believe in killing, or knives, or guns.

 

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. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat.

 

If he has time, he will “pump upâ€, 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 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 heart beat.

 

Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homunculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his dessicated body very vulnerable...

 

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. 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:

 

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

 

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

 

Don’t 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.

 

Enemy: Fred still has some enemies in the mafia from his youth.

 

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

 

Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach.

 

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 its 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...

 

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.

 

 

Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP

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

Dexterity: 16 (+3)

Constitution: 30 (+10)

Intelligence: 8 (-1)

Wisdom: 12 (+1)

Charisma: 12 (+1)

 

 

Combat: 20 + 20 = 40PP

Initiative: +7

Attack: +10 [+2 in alternate form from size]

Grapple: +18/+20 [+8/+10 in alternate form, up to +4 total if boosted]

Defense: +10, +5 Flat-Footed [+2 in alternate form from size]

Knockback: -6

 

 

Saving Throws: 2 + 6 + 5 = 13PP

Toughness: +10 (+10 Con) [+8 in alternate form from size]

Fortitude: +12 (+10 Con, +2) [up to +20 from Endurance feat if applicable]

Reflex: +9 (+3 Dex, +6)

Will: +6 (+1 Wis, +5)

 

 

Skills: 44R = 11PP

Bluff 4 (+5)

Craft [Mechanical] 2 (+1)

Drive 2 (+5)

Handle Animal 2 (+3)

Intimidate 8 (+9) [+5 total in alternate form from size]

Gather Information 2 (+3)

Knowledge [streetwise] 10 (+9)

Notice 4 (+5)

Search 2 (+1)

Sense Motive 4 (+5)

Stealth 4 (+7) [+15 total in alternate form from size]

 

 

Feats: 49PP

Challenge: Fast Feint (No -5 penalty for Move Action Feint)

Equipment 5

Fearless

Fighting Style: Boxing

All-Out Attack

Defensive Attack

Elusive Target

Improved Block

Power Attack

Takedown Attack 1

Fast Overrun

Improved Overrun

Improved Sunder

Improved Trip

Improved Critical 1 [unarmed Attack]

Improved Initiative 1

Second Chance (Toughness save vs Unarmed Strike)

Sidekick 28

Ultimate Effort (Fort Saves)

 

Equipment 5PP = 25EP

Headquarters: The Bloodhound Detective Agency [12EP]

Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Kennels (Houses Dogs), Living Space, Security System 3, Workshop [10EP]

 

Vehicle: Modified Chevvy [13 EP]

Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Hidden Compartments 1, Oil Slick, Smoke Screen [4EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]

 

Powers: 9 + 36 + 4 + 1 + 3 + 15 + 2 + 2 + 4 +2 = 78PP

 

Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood)

1st minute: Strength 30 (+10), Super-Strength 4 (Effective Strength 50), Leaping 6 (x100 distance, or: Running Jump 1800’, Standing Jump 900’, High Jump 450’), Speed 6 (500mph / 4400’/rnd), Swimming 6 (100mph / 880'/rnd), Endurance 5 (+20 to saves)

2nd minute: Strength 29 (+9), Super-Strength 3 (Effective Strength 44), Leaping 5 (x50 distance, or: Running Jump 900’, Standing Jump 450’, High Jump 225’), Speed 5 (250 mph / 2200’/rnd), Swimming 5 (50mph / 440' rnd), Endurance 4 (+16 to saves)

3rd minute: 1 minute of: Strength 28 (+9), Super-Strength 3 (Effective Strength 43), Leaping 4 (x25 distance, or: Running Jump 450’, Standing Jump 225’, High Jump 112’), Speed 4 (100mph / 880’/rnd), Swimming 4 (50mph / 220'/rnd), Endurance 3 (+12 to saves)

4th minute: 1 minute of: Strength 27 (+8), Leaping 3 (x10 distance, or: Running Jump 180’, Standing Jump 90’, High Jump 45’), Speed 3 (50mph / 440'/rnd), Swimming 3 (10mph / 88'/rnd), Endurance 2 (+8 to Saves)

Blood Control Array (32PP Array; Feats: Alternate Power 4) [36PP]

Control Bleeding : Healing 10 (Extras: Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {31/32}

 

Bloody Mess Form : Alternate Form 7(35PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {32/32}

Liquid Form (Blood drains from body and animates!) (35PP Alternate Form)

Enhanced Strength 4 [4PP]

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

Immunity 10 (Piercing Damage; Flaws: Limited [Half Effect Only]) [5 PP]

Insubstantial 1 (Flaws: Permanent) [5PP]

Shrinking 8 (-8 STR, -2 Size Categories Feats: Normal Movement; Flaws: Permanent) [9PP]

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

[4 + 9 + 5 + 9 + 8 = 35PP]

 

Blood Attack : Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Feats: Sedation, Variable Descriptor 1 [blood]) {32/32}

 

Thin Blood : Fatigue 10(Extras: Range 2 [Perception]; Flaws: Action [Full]; Feats: Reversible, Sedation) {32/32}

 

Drain Blood: Damage 10 (Extras: Alternate Save [Fortitude], Vampiric; Feats: Improved Critical 1, Sedation) {32/32}

Enhanced Strength 4 (turbo powered blood)

 

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

 

Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body)

 

Immunity 30 (Bludgeoning and Impact effects Flaws: Limited (half effect only)) [15PP] (pugilistic mutant adaptation)

 

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 Strength 2 (Effective lifting strength 32/36) [4PP]

 

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

 

Drawbacks: (-0) + (-0) = -2PP

 

Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP]

 

 

DC Block[table]

ATTACKRANGESAVEEFFECT

UnarmedTouchDC 23* ToughnessDamage (Physical)

Blood ControlPerceptionDC 25 FortitudeDamage (Physical)

Blood ThinningPerceptionDC 25 FortitudeFatigue

Blood SuckingTouchDC 25 FortitudeDamage[/table]

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

 

Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (11) + Feats (49) + Powers (78) - Drawbacks (-2) = 229/235 Power Points

Edited by trollthumper
+3pp for December 2014
Link to comment

Player Name: Supercape

Character Name: The Hound

Power Level: 7 (140/140PP)

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: 45 (DoB: 20/2/1968)

Apparent Age: 45

Gender: Male

Ethnicity: Caucasian

Height: 5’8â€

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, shirt and tie, and sometimes a fedora. 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.

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 – despite 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 – he has got pretty good at this. In general he fights like he talks, dirty and sneaky.


Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PP

Strength: 12 (+1)

Dexterity: 14 (+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 + 6 + 2 = 11PP

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

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

Reflex: +8 (+2 Dex, +6)

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

Skills: 104R = 26PP

Bluff 8 (+10) SM

Craft [Mechanical] 2 (+5)

Diplomacy 4 (+6)

Disable Device 2 (+5)

Disguise 0 (+2) (+22 for Dog form) SM

Drive 4 (+6)

Gather Information 10 (+12) SM

Handle Animal 6 (+8)

Investigate 8 (+11)

Knowledge (Civics) 2 (+5)

Knowledge (Popular Culture) 2 (+5)

Knowledge (Streetwise) 6 (+9)

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

Medicine 2 (+5)

Notice 10 (+13)

Perform (Comedy) 4 (+6)

Search 10 (+13)

Sense Motive 10 (+13) Second Chance

Sleight of Hand 8 (+10)

Stealth 6 (+8) SM

Feats: 19PP

Animal Empathy

Contacts

Defensive Roll 1

Evasion 2

Improved Defense 2

Improved Initiative 1

Improved Throw

Improved Trip

Fascinate (Perform)

Jack of All Trades

Second Chance (Sense Motive)

Set Up

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

Sneak Attack 1

Taunt

Uncanny Dodge (Hearing)

Well Informed

Powers: 6 + 2 + 9 + 1 = 18PP

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP]

Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP]

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP]

Super Senses 1 (Scent) [1PP]

Metamorph Form (Dog)

Summary of changes from human form:

+2 STR (2PP)

No Disable device, drive, or sleight of hand skills (-3PP)

+4 to Stealth Skill (1 PP)

Speed 1 Power (1 PP)

Ultra Hearing and Tracking Supersenses (2PP)

Temporary Disability: No hands (-3 PP)

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

Strength: 14 (+2)

Dexterity: 14 (+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: +12

Defense: +10, +5 Flat-Footed

Knockback: -1

Saving Throws: 3 + 6 + 2 = 11PP

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

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

Reflex: +8 (+2 Dex, +6)

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

Skills: 96R = 24PP

Bluff 8 (+10) SM

Diplomacy 4 (+6)

Disguise 0 (+2) (+22 for Dog form) SM

Gather Information 10 (+12) SM

Handle Animal 6 (+8)

Investigate 6 (+9)

Knowledge (Civics) 2 (+5)

Knowledge (Popular Culture) 2 (+5)

Knowledge (Streetwise) 6 (+9)

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

Medicine 2 (+5)

Notice 10 (+13)

Perform (Comedy) 4 (+6)

Search 10 (+13)

Sense Motive 10 (+13) Second Chance

Stealth 12 (+14) SM

Swim 2 (+4)

Feats: 19PP

Animal Empathy

Contacts

Defensive Roll 1

Evasion 2

Improved Defense 2

Improved Initiative 1

Improved Throw

Improved Trip

Fascinate (Perform)

Jack of All Trades

Second Chance (Sense Motive)

Set Up

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

Sneak Attack 1

Taunt

Uncanny Dodge (Hearing)

Well Informed

Powers: 6 + 2 + 9 + 3 = 21PP

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP]

Comprehend 2 (Animals – Speak to, Animals - Understand Flaws: Limited to Canines ) [2PP]

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Metamorph ) [9PP]

Super Senses 3 (Scent, Tracking: Olfactory (Half speed), Ultrasonic hearing) [3PP]

Drawbacks: -3PP

Temporary Disability (No hands) [-3pp]

Totals: Abilities (28) + Combat (40) + Saving Throws (11) + Skills (24) + Feats (19) + Powers (21) - Drawbacks (-3) = 140/140 Power Points

Drawbacks: 0PP

DC Block:[table]

ATTACKRANGESAVEEFFECT

UnarmedTouchDC 16 ToughnessDamage (Physical)

Dog ControlTouchDC 15 WillMind Control[/table]

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

Totals: Abilities (26) + Combat (40) + Saving Throws (11) + Skills (26) + Feats (19) + Powers (18) - Drawbacks (0) = 140/140 Power Points

Edited by Gizmo
Player requested edits.
Link to comment

I like this concept a lot. All the blood is a little yicky, but there's nothing wrong with a little bit of a grossout factor. I like that you're getting some real use out of Boost, too, as well as the alternate form power. Projection needs more love. You might want to think about giving him some blood-related super-senses, but that's something you'll be able to buy with earned PP as the mood strikes you. His skills aren't that great for a PI, but he is pretty new at this! He probably got punched a lot as a boxer with no Sense Motive, but on the other hand given his backstory it sounds like that actually did happen!

APPROVED

in bloood reeeeed

Link to comment

Let's see if my tired brain can do math today. My apologies for anything I miss or mis-interpret:

Bloody Mess

I suspect you have the Melee and Ranged attack bonuses backwards - 12pp is +6 base attack, and the Melee Focus 4 from feats would bring him up to +10 Melee, +6 Ranged.

It's possible I'm missing something, but the Super-Strength calculation in the Boost looks off: 26 STR + Super-Strength 2 is Effective Str 36, not 50. Where's the phantom 14?

Your Alternate Form's powers come out to 37pp, not 35pp. Looks like your final tally doesn't account for the Swimming power (and would come out to 34pp without it). It's also noted as a 25pp alternate form inside the spoiler box, rather than 35pp.

Your Powers pp total contains a +4 on the end that I can't attribute to any of the powers listed. So there's either a 4pp power that's missing from the sheet, or you're paying 4pp for a power he doesn't have.

The final pp total lists 12pp for Abilities, rather than 40pp. The final grand total appears to be correct at 180pp, however, barring the mystery 4pp from Powers.

The Hound

With +4 Toughness I believe his knockback is -2, not -1.

Animal control is a base 2pp/rank power. With 5 ranks, one feat, +2pp/rank in extras, and -2pp/rank in flaws, that's an 11pp power, not 6pp.

The Hound is over-budget:

Totals: Abilities (26) + Combat (40) + Saving Throws (8) + Skills (20) + Feats (15) + Powers (23) - Drawbacks (0) = 132/125 Power Points

Link to comment

Bloody Mess

I suspect you have the Melee and Ranged attack bonuses backwards - 12pp is +6 base attack, and the Melee Focus 4 from feats would bring him up to +10 Melee, +6 Ranged.

Corrected!

It's possible I'm missing something, but the Super-Strength calculation in the Boost looks off: 26 STR + Super-Strength 2 is Effective Str 36, not 50. Where's the phantom 14?

I forgot to put down a base Super Strength 2 power, which is actually in the figures but not on the sheet! The other 4 however is accounted for. 22 Base Strength, 4 Enhanced Strength, +4 From Boost. I have corrected this, putting Superstrength 2 back in. (In other words, boost is the 3PP/rank version that improves both base Strength and Superstrength - and leaping and running).

Your Alternate Form's powers come out to 37pp, not 35pp. Looks like your final tally doesn't account for the Swimming power (and would come out to 34pp without it). It's also noted as a 25pp alternate form inside the spoiler box, rather than 35pp.

A last minute edit I made. Both corrected.

Your Powers pp total contains a +4 on the end that I can't attribute to any of the powers listed. So there's either a 4pp power that's missing from the sheet, or you're paying 4pp for a power he doesn't have.

Mystery solved! it was the Superstrength 2 I didn't put down.

The final pp total lists 12pp for Abilities, rather than 40pp. The final grand total appears to be correct at 180pp, however, barring the mystery 4pp from Powers.

Corrected.

The Hound

With +4 Toughness I believe his knockback is -2, not -1.

Corrected

Animal control is a base 2pp/rank power. With 5 ranks, one feat, +2pp/rank in extras, and -2pp/rank in flaws, that's an 11pp power, not 6pp.

3 Ranks in flaws. 2 for range, 1 for limited to canines. Again, I should have put this in, but didn't. Corrected.

The Hound is over-budget:

Totals: Abilities (26) + Combat (40) + Saving Throws (8) + Skills (20) + Feats (15) + Powers (23) - Drawbacks (0) = 132/125 Power Points

Well, I think his Powers come to 18, not 23. That still leaves him 2 points over budget. I had originally bough this with a vulnerability to fear, but on reflection I think that's better as a complication. So Ill throw out Improved Defence 2 from both forms of the hound.

Link to comment
  • 2 years later...
×
×
  • Create New...