Eclipsing Feral

Feral was a cut-rate version of Wolfsbane (who readily defeated Feral when they actually got into a fight), but without all the angst, religious baggage, old attachments, self-doubt and more subtle aspects of Wolfsbane’s powers. Instead she was basically rabid, and looked it. She had at least let her younger siblings die (if she hadn’t murdered them outright, which was strongly implied), had killed her mothers (abusive) boyfriend and then her mother, and saw nothing wrong with maiming or potentially killing her teammates during practice sessions. Even on a strike team, her only real role was to be the disposable psycho – a danger to her teammates who would be (barely) tolerated until he or she went completely over the edge because a strike team can always use someone who can be pointed at a target and who will then make a good try at maiming or killing whatever it is, no matter how tough – or young, innocent, and helpless – said target happens to be. Not too surprisingly, she didn’t last long on the heroic, or even sane mercenary, side, and soon joined the villains.

Feral basically had big-cat powers (some speed, strength, dexterity, claws, boosted senses of sight, smell, and hearing), a prehensile tail, a minor healing factor, and a perpetual willingness to go in for an all-out attack no matter how often that got her ass handed to her. She certainly didn’t have the patience to get any real training beyond going nuts.

Eventually Feral got depowered, then got her feline appearance (but not powers) back but failed to notice that she didn’t have super-senses or strength. (I would have thought that the lack of her super-senses would be a BIT obvious). She then decided to fight Sabertooth, who promptly killed her – not that having her powers would have been likely to change that. She then bargained with some dark gods to act as a ghostly beacon/anchor for their visit to Earth in exchange for eventual resurrection – and was surprised to find that being incorporeal made her claws pretty ineffectual. Maybe she’s back, but I doubt that she actually made a good deal, and even if she did, Dark Gods are notoriously unreliable.

In some ways, Feral came close to the original concept of the New Mutants; she was relatively young and inexperienced, had poor control, and had been unable to function socially on her own. Of course, she also repudiated the entire concept; she was already a killer, didn’t want to learn control, and had no interest in functioning in society. She couldn’t even function with the Morlocks, and their only major rules were “help out a bit” and “don’t kill each other outside of a formal duel”. For reference, her pure Mutants & Masterminds build is over HERE.

Feral was really a pretty terrible character, but she has one great advantage as far as actual play is concerned; she’s level two – the base level for new superheroes . If you dump the psychosis and tweak her disadvantages you’ve got a perfectly viable cat or claw themed brawler build all ready to go. Tweak the animal affinity and you can make a wolfman, or reptile-man, or whatever.

Feral, A.K.A. Maria Collasantos

Level Two Psycho Slasher Catgirl

Four Color Package (24 CP):

  • This includes Superheroic Physics, Superheroic Durability, Superheroic Build, Rapid Recovery, Minor Conventions (Ready for Inspection, Comics Code, It’s Sufficient, Heroic Will, Heroic Rally, Coincidental Catch, Heroic Health, and a Minor Benefit (see below).

Pathfinder Package Deal (Free).

Pathfinder Human (Free)

Basic Attributes: Str 16 (+6 Cat = 22), Int 14 (Specialized/modifier is doubled, but only counts for acquiring big cat physical skills, her attribute modifier otherwise counts as zero), Wis 10, Con 16 (+2 Human +4 Cat = 22), Dex 10 (+8 Cat = 18), Cha 10. Pathfinder 25-point buy.

Mutant /Psychotic Powers (with her it’s hard to tell the difference):

  • Festering Spite: Mana-Powered Inherent Spell, Corrupted for Increased Effect (does not have to be consciously renewed), Specialized for Reduced Cost / self only, user carries insane grudges, looks unkempt, dangerous, and psychotic. As per “Heroism” but adds +1 to Armor Class instead of +2 to Skill Rolls (Net +2 to Attacks and Saves, +1 to AC) (4 CP).
  • Leopard Powers; Shapeshift, Attribute Modifiers (Str +6, Dex +8, Con +4, +10 Move, +1 Natural Armor, 1d4 Claws, +8 to Acrobatics and Athletics, +4 to Stealth, Low-Light Vision, and Scent), Hybrid Form, Clear Speech, Specialized: Leopard Form Only, Corrupted: Always in Hybrid Form (24 CP base, net cost 8 CP). This is a pretty cheesy trick, but it’s a superhero world. It ought to be allowable.
  • Extra Limbs (Tail), Specialized and Corrupted / tail only, only mildly prehensile; no real grip, fine manipulation, or really much of any benefit (2 CP).
  • The Dark Side / Innate Enchantment: (10,048 GP Value, 11 CP).
    • Skill Mastery/Feline Skills: +3 Competence Bonus to Acrobatics, Leopard Style (Corrupted for Increased Effect/cannot take Occult Techniques but gets +2 Master Techniques and a wider selection), and Perception (1400 GP). .
    • Skill Mastery (Street Skills) +3 Competence Bonus to Intimidation, Expertise (Feral Street / Sewer Dweller), and Deception (1400 GP).
    • Weapon Mastery (Claws): +3 Competence Bonus to BAB with Claws (700 GP).
    • Stabilize: Feral automatically stabilizes if below zero hit points (700 GP).
    • Beast Claws: Two claw attacks, 1d6 or +2 damage over current claws, Crit 19-20/x2 (1400 GP).
    • Lesser Vigor, Personal Only (x.7), 4/Day Only (x.8), only restores 2 HP/Hour (x.4) (448 GP).
    • Cloak of Resistance +2 (4000 GP).

Skills:

  • Skill Boosts: Upgrade Human Fast Learner to +2 SP/Level (3 CP).
  • Available Skill Points at Level Two: 20 (Effective Int Mod of 4 x 5, only for Feline Skills) + 10 (Human Fast Learner) = 30.
  • Purchased Skills: Acrobatics 1 (+3 Dex +8 Cat +3 Comp = +15), Athletics 2 (+6 Str +8 Cat = +16), Leopard Style Martial Art 5 (Corrupted for Increased Effect/no access to Occult Techniques, but gets two extra advanced or master techniques, +6 Str +3 Comp = +14), Deception 5 (+0 Cha +3 Comp = +8), Expertise (Sewer Dweller) 3 (+0 Int +3 Comp = +6), Intimidation 5 (+0 Cha +3 Comp = +8), Perception 5 (+0 Wis +3 Comp = +8), Sleight of Hand 1 (+4 Dex = +5), Stealth 3 (+3 Dex +4 Cat = +10). Total = 30.
    • Leopard Style Techniques: Power 1 (Claws do 1d6+2 base), Attacks +2, Damaging Escape, Fast Grab, Chokehold, Expertise (AC/Attack), (Expertise Attack/Effect), Precision (May ignore concealment bonuses to an opponents AC in melee).

Basics:

  • BAB: +1, Corrupted/does not contribute to iterative attacks (4 CP).
  • Hit Dice: 8 (L1d8, 4 CP) +6 (L2d8, 4 CP) +12 (Con Mod x 2) = 26 HP (Mutants & Masterminds Toughness +6, +9 with costume when she had the X-Man gear package).
  • Saving Throws:
    • Fortitude +2 (Res) +2 (Morale) +6 Con = +10
    • Reflex +2 (Res) +2 (Morale) +6 Dex = +10
    • Will +1 (3 CP) +2 (Res) +2 (Morale) +0 Was = +5
  • Proficiencies: None.
  • Armor Class: 10 (Base) +6 (Dex) +1 (Nat) +2 (Armor) +1 (Morale) = 20
  • Attack: Claws +14/+14 (+1 BAB +6 Str +2 M. Art +2 Morale +3 Comp), 1d6+8 Damage Crit 20/x3. (Mutants & Masterminds +7).

Minor Abilities:

  • Improved Initiative +4 (6 CP). Total +10
  • Doubled Damage on a Critical Hit, Specialized in Claws (3 CP). This effectively increases her critical multiplier to x3.
  • Immunity/the normal limits of Intimidation. Feral may opt to inflict a Dazed condition for one round with a successful Intimidation check (Common, Minor, Trivial, 2 CP).
  • Reflex Training/may make another attack at her normal BAB every time she drops an opponent (6 CP)

Revenant Power:

Presuming that she does, indeed, get resurrected AND gets left with some ghostly powers

  • Mana-Powered Shapeshifting Improvements: Shape of Death, Specialized / only as a prerequisite (3 CP) plus Incorporeal Form (6 CP).
  • Cha-Based Rune Magic: Spectral Powers, Mastery and Casting +1 (2 SP). Total of +2 with her Gloves (below), allowing her to work level zero effects at caster level one. Basically, she can make it cold, create trivial scary illusions, and pull other minor ghostly tricks.

Point Costs:

  • Four Color Package: 24 CP
  • Festering Spite: 4 CP
  • Leopard Powers: 8 CP
  • Tail: 2 CP
  • Innate Enchantment: 11 CP
  • Skill Boosts: 3 CP
  • Base Attack Bonus: 4 CP
  • Hit Dice: 8 CP
  • Saves: 3 CP
  • Minor Abilities: 19 CP
  • Revenant Powers: 11 CP

Total Point Costs: 94 CP

Available Character Points: 72 (Level Two Base) +10 (Disadvantages: Broke, History, Secret (Familicide. long since revealed and changed into Hunted and Outcast)) +12 (Human and L1 Feats) = 94 CP

Remaining Details:

  • Minor Four-Color Ability: Feral can ignore movement penalties for difficult terrain.
  • Equipment:
    • Even with the “broke” disadvantage Feral is entitled to 333 GP worth of equipment. Honestly, that’s a lot more than I’d expect her to have available unless she mugged somebody rich lately or got sent back with a bag of coins from Charon or something.
      • Spectral Rune Wristlets (100 GP): These are Masterwork Tools for Spectral Rune Magic (Mastery and Casting), but – as with other devices that boost Rune Magic skills – provide only half the usual +2 bonus:
      • Reinforced Costume (as per Leather Armor, 10 GP).
      • Smartphone (10 GP).
      • Good Fake ID (20 GP). Feral is pretty distinctive, but she’s also known to be dead – and feline-styled characters are not at all uncommon. A little hair dye and such will let her pass.
      • Disguise Kit (20 GP).
      • Camping Kit (20 GP).
      • Battered Motorcycle (100 GP).

This leaves Feral with about a thousand dollars in cash – enough for a bit of worry-free cruising if she wants to think about things. While she doesn’t seem like the type to learn anything anyway, and the most likely option for her getting back is if those “dark gods” decide that inflicting her on the world again is amusing, it could happen.

When it came to fighting Wolfsbane… Feral would probably get to go first, but Wolfsbane is level five. While she’s less focused on combat than Feral, she’s simply a bit more accurate, a bit more damaging, MUCH tougher, and trips people automatically – explaining why Feral wound up laying down in that fight. Feral might well draw first blood, but Wolfsbane would curb-stomp her after that.

One Response

  1. […] Feral is a fairly competent slasher, but – unless she gets to keep the ghostly powers I put in when she comes back – is basically good for nothing else at all. When you come right down to it… “I have the powers of a leopard!” is all very nice, but it’s more of a pulp hero power than a super hero power. Not too surprisingly, her power is built with Shapeshifting. […]

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