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La Puma Negra (PL 10/12)


MoonSimply

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Posted

La Puma Negra

Power Level: 10/12 (180/185PP)

Unspent Power Points: 6

Trade-Offs: Bolas: +2ATK/-2DC

 

In Brief: A familiar curse courses through the veins of a young woman, fighting over control against the will of a feral puma.

Alternate Identity: Carmen Alvarez Arrache (Secret)

Birthplace: Aquadilla, Puerto Rico

Residence: Claremont Academy, Freedom City, USA

Occupation: Student

Affiliations: Claremont Academy, Saint Philomena Orphanage 

Family: None Living

 

Description:
Age: 16
Gender: Female
Ethnicity: Hispanic
Height: 5’8”
Weight: 171lbs
Eyes: Yellow
Hair: Black

 

A Feline humanoid young woman of black hair and lithe figure. She likes to keep her hair long and somewhat untamed in it’s look, her body covered in greyish black fur. Typically, La Puma Negra wears the normal school uniform, however opting for an older skirted version, going for the normal version of the outfit when training. A costume of her own is still in the works.

 

History: Born Carmen Alvarez Arrache in Aquadilla, Puerto Rico, abandoned at birth and given to the orphanage of Saint Philomena, a Catholic run institution. Growing up, she had looked outwardly normal and lived a somewhat normal life until the age of 12, where her blood families curse began to manifest, first with small personality changes. The preferring of meat products, growing out her hair, and a more feral like attitude. This would only get worse as months went on and Carmen retreated in panic after hurting a fellow orphan with claws that had begun to grow.

 

She had barricaded herself in her room, not letting any of the nuns of the orphanages in save for food and communion. If it wasn’t for intervention from the Claremont Academy, the young Carmen would have likely further closed herself, blaming her fate on an unknown sin that she was paying for, the nuns unable to provide the needed care that she needed during these traumatic times. By the age 15, Carmen would be accepted into the school, having received on grant additional support until she was capable of physically and mentally attending the school.

 

Time and therapy had helped her, but still certain aspects of her curse have pushed beyond her growing shy nature to one of a more feral like stance, making past roommates leave in utter terror after only a month residing with her. There was no reason to hold back, and she was free to do as she pleased without constraint or feeling of difference. Carmen states she has no part in each one’s leave and has liked the relative silence and time alone.

 

The name La Puma Negra was one that she had come up with herself early on with her time at Claremont, attributing it to her dark fur color and cat like appearance. Said appearance and ability being fairly similar to the long believed dead hero El Gato has raised certain speculation.

 

Personality & Motivation: Carmen displays outwards ferocious exterior and short-tempered nature, prone to bouts of boredom with an at times low attention span coming from the feline nature of the curse. When parts of her true personality emerge, it is often rather shy and introverted. These two personalities often clash with each other, becoming a contest of wills.

 

Carmen wants to confront and learn of what she is, to apply herself and potentially do some form of good. Her curse weighs heavily on her conscious due to her catholic upbringing, seeing it as a sin that she must repay in some service.

 

Powers & Tactics: The curse that Carmen has has altered her into a feline humanoid, resulting in abilities beyond that of a normal human being. Her senses are far enhanced, allowing her to see ultra-violet light and see in the dark. Hearing and smell has also been altered to an amazing degree. Her agility and natural strength have also increased dramatically, allowing her to far easily climb surfaces and to lift heavy objects.

 

In combat, Puma Negra uses hit and run tactics, using her enhanced mobility to come into close quarter combat and escape away quickly before retaliation. This is primarily used when with allies, however while alone, Puma will resort to using any measure to escape, especially when backed into a corner.

 

Power Descriptions: The only one of her powers that is more visual is her claws. Razor sharp and can be brought out without any delay, it is used as a last resort when facing opponents that too tough to be taken down by fists alone.

 

Complications:

Catholic- Carmen was brought up under strict Catholic upbringing, being a firm believer. This has resulted in conflict with her more feral self, believing it be a punishment of some sort of sin. She typically tries to attend service, keeping to the back of the congregation or generally out of sight.

 

Temper- Feral nature of her curse has pushed her to have a rather strong temper, easily getting frustrated when things do not go her way at times. Not a pillow in her dorm has been spared clawing, generally taking her anger out on them after classes or training, and in rare cases, on classmates during training. However, outburst like this is generally harmless, Puma taking great pride in controlling herself from hurting others.

 

Children- La Puma Negra will go to great lengths to protection children from harm, even putting her life in danger for them. This partially stems from her own personal contempt for herself and her unnatural form, wanting others to live a normal life which she cannot.

 

Short Attention Span- Due to the same feline curse that grants her powers, La Puma Negra is also affected by other instinctual traits. From a love of meat to a tendency for resting at high places, having fitted her bed to be a little bit taller.

 

Poor- Being an orphan and with no source of employment, Puma is a ward of the school, given only a small stipend from the school every month for her own purposes. Steadfast independent, the lack of money is a quiet shame.

 

Abilities: 2+4+4+2=12

Strength: 12/26 (+1/+8)
Dexterity: 14/30 (+2/+10)
Constitution: 14/30 (+2/+10)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 10 (+0)


 

Combat: 8+12=20

Initiative: +14 (+10 Dex, +4 Imp. Init.)

Attack: +4 Base, +8 Melee (+4 Base, +8 Attack Focus [Melee])

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-footed

Grapple: +16 (+8 Str, +8 Attack Melee)

Knock back: -5

 

 

Saving Throws: 5

Toughness: +10 (+10 Con)
Fortitude: +10 (+10 Con)
Reflex: +10 (+10 Dex)
Will: +10 (+1 Wis, +5, +4 Enhanced Save)

 

 

Skills: 80R= 20pp

Acrobatics 5 (+15)

Climb 4 (+10)

Concentration 4 (+5)

Escape Artist 4 (+14)

Gather Information 4 (+4)

Handle Animal 8 (+8)

Intimidate 9 (+13 w. Enhanced Skills)

 

Know. Arcane 2(+2)

Know. Business 4(+4)

Know. Theology 2+2)

Language 1 Knows Spanish (Native) and English

Search 5 (+4, +8 w. Enhanced Skills)

Sleight of Hand 2 (+12)

Sense Motive 5 (+6)

Stealth 6 (+16, +20 w. Enhanced Skills)

Survival 2 (+3)

Swim 4 (+10)

Notice 9 (+14)

 

 

Feats: 29pp

Acrobatic Bluff

Attack Focus Melee 4

Dodge Focus 4

Elusive Target

Evasion 2

Fast Feint 2

Improved Crit 1 (Claws)

Improved Initiative 1

Improved Trip

Instant Up

Luck 3

Move-By-Action

Power Attack

 

Skill Mastery (Stealth, Acrobatics, Climb, Swim)

Startle

Takedown Attack 2

Track

Uncanny Dodge 1 (Hearing)


 

Powers: 1+9+16+16+4+14+4+3+5+13+6+1+2=94PP

All powers have the Magic descriptor unless otherwise noted

 

Additional Limb 1 (Tail; 1 Additional Limb) [1PP] 

 

 

Device 3 (Bolas; 15PP Container; Flaws: Easy to lose) [9PP]

-Trip 8 (Range 80', Improved Trip, Accurate 4, Precise, Subtle) [15PP]

 

Enhanced Constitution 16 (Beyond Human Stamina; +16 Con) [16PP]

 

Enhanced Dexterity 16 (Curse Born Advantage; +16 Dex) [16PP]

 

Enhanced Skills 4 (Predatory Enhancement; +4 Stealth, +4 Search, +4 Intimidate, +4 Notice) [4PP] 

 

Enhanced Strength 14 (Curse Born Power; +14 Str) [14PP]

 

Enhanced Will Save 4 (Will Save +4) [4PP]

 

Speed 3 (Feral Mobility) (50mph, 500ft/rnd) [3PP]

 

Strike 2 (Claws; Feats: Mighty, Split Attack 1, Accurate 1) [5PP] (Claws)

 

Super-Sense 13 (Feline Senses; Acute Scent [2], Acute Hearing [2], Darkvision [2], Extended Scent 1 [1], Extended Hearing 1 [1], Low-light Vision [1], Scent [1], Tracking (Scent) 1 [1], Ultra Hearing [1], Ultravision [1]) [13PP]

 

Super-Movement 3 (Hunter’s Mobility; Sure-footed 1, Wall Crawling 2 (Full Speed)) [6PP]

 

Telepathy 2 (Feline Communication; Flaws: Limited to Emotions, Limited to Felines) [1PP]

 

Leaping 2 (Agile Jumping; Jumping Distance x5) [2PP]

 

 

DC Block

Claws (Strike 2) Touch DC 25 (19-20 Crit) Toughness (Might; Split 1; Accurate 1) +10

Unarmed Attack Touch DC 23 Toughness +8

Bolas (8 Trip) Ranged DC 18 +12

 

 

Totals: 

Abilities (12) + Combat (20) + Saving Throws (5) + Skills (20) + Feats (29) + Powers (94) - Drawbacks (0) = 180/185 Power Points

 

Posted

Thanks, I didn't realize that 8 would be a bit dumber than planned, issue figuring out how to fix that without hampering too much.

 

I wouldn't know as I don't have the Iron Age book.

Posted (edited)

Change Log:

 

-Changed Int from 8 to 10

-Reflex from 12 to 10

-Added to History: "Said appearance and ability being fairly similar to the long believed dead hero El Gato has raised certain speculation."

-Corrected mistake of not bringing down Save.

-Fixed Totals for attributes

-Added to Affiliations: Saint Philomena Orphanage 

-Rewrote telepathy to for better use

-Fixed Feat total from 21 to 20, correcting it

-Updated Super Senses 

-Added Leaping 2

-Corrected Grapple Bonus

-Got Rid of Improved Grapple

-Added Sneak Attack to Feats

-Sneak Attack set to 2

-Corrected number counts.

-Sneak Attack replaced with Luck

Edited by MoonSimply
Posted

Minor math thing: with a +6 Melee attack bonus, the Grapple would be +12, not +14. The extra +Accurate on the claws sadly doesn't apply here. Tracking grapple bonuses is one of the worst things about the system - on behalf of the designers, you have my apologies for having to deal with it.

 

As a minor typo: your "Feats" line says you've bought 21pp of feats, rather than 20. The total down at the bottom of the sheet looks like it's correct, though.

 

Additional Limbs 1 with one feat would cost 2pp, not 1pp. That said, you've already bought Improved Grapple up in the Feats section, so you don't need to buy it again.

 

You're over-paying for the super-senses, I think; breaking it down per feature, and assuming you're buying Acute for the full olfactory/hearing sense types (Accute is cheaper if you buy it for a single sense, rather than the entire category):

Super-Sense 15 (Feline Senses; Acute Scent [2], Acute Hearing [2], Darkvision [2], Extended Scent 1 [1], Extended Hearing 1 [1], Low-light Vision [1], Scent [1], Tracking (Scent) 1 [1], Ultra Hearing [1], Ultravision [1]) [15PP]

That's 13pp out of a 15pp budget, so you can throw some extra senses in there or spend the point elsewhere.

 

I think you're short-changing yourself on that Telepathy since it's effectively double-flawed; I would build it as:

Telepathy (Feline Communication; Flaws: Limited to Emotions, Limited to Felines)

This would get you 2 ranks per 1pp spent - not a huge difference, but you never know when that extra rank will come in handy.

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  • RocketLord changed the title to La Puma Negra (PL 10/12)
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