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  1. Wraith Power Level: 12/15 (210/250PP) Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 40 In Brief: A kind, polite teenage girl who's actually a terrible alien made of fluid metal. Alternate Identities: Indira Singh Identity: Secret Birthplace: Kinigos Occupation: Student (Criminal Justice) Affiliations: Claremont Academy, Freedom City University, >Ghost Girl Family: Mother & Father Age: 19 (in your human years) Apparent Age: 19 Gender: Female (apparent) Ethnicity: Kinigosi (true), Indian (apparent) Height: 5'10" Weight: 350 lbs. Eyes: Solid Black (alien), Dark Brown (human) Hair: None (Alien), very Dark Brown (human) Description: In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain. As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course. Power Descriptions: See "Powers & Tactics" below. History: Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw". This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden somewhere, away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much.... Personality & Motivation: A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her. She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun.... Powers & Tactics: Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details of that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle). Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics. Complications: Alien: Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc. Secret: Identity. Space-Fish Out of Space-Water: She's been on the planet for a little while already but is still an alien; humans are weird and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian. Witness Protection: This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there are people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile. Your Car Was Delicious: While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal. Abilities: 14 + 6 + 14 + 6 + 4 + 4 = 48pp Strength: 24 (+7) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22pp Initiative: +7 Attack: +6 Base, +12 Melee Grapple: +17 Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -7/-3 Saving Throws: 4 + 7 + 6 = 17pp Toughness: +15/+7 (+7 Con, +8 Protection) Fortitude: +11 (+7 Con, +4) Reflex: +10 (+3 Dex, +7) Will: +8 (+2 Wis, +6) Skills: 120R = 30pp Acrobatics 12 (+15) Bluff 6 (+8, +12 Attractive) Concentration 4 (+6) Diplomacy 6 (+8, +12 Attractive) Disguise 0 (+2, +4 Shapeshift, +42 Morph [Human Form]) Gather Information 13 (+15) Intimidation 8 (+10) Skill Mastery Investigate 12 (+15) Knowledge (Civics) 7 (+10) Knowledge (Current Events) 2 (+5) Knowledge (Galactic Lore) 7 (+10, +15 Kinigosi) Knowledge (Pop Culture) 2 (+5) Language 3 (English, Galstandard, Hindi, Kinigosi [Native]) Notice 14 (+16) Skill Mastery Search 13 (+18) Skill Mastery Sense Motive 5 (+7) Stealth 15 (+18) Skill Mastery Survival 9 (+11) Feats: 27pp Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attractive Benefit (Native: Kinigosi) Dodge Focus 4 Environmental Adaptation (Zero Gravity) Fast Task (Acrobatic Bluff) Improved Grapple Improved Initiative Improved Pin Interpose Luck Move-By Action Set-Up Skill Mastery (Investigate, Notice, Search, Stealth) Takedown Attack 2 Ultimate Save (Toughness) Powers: 37 + 8 + 16 = 61pp Alien Biology 7.2 (36pp Container [Passive, Permanent]; Feats: Innate) [37pp] Immunity 23 (Critical Hits, Falling Damage, Magnetic Effects, Life Support [Disease, Poison, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Suffocation], Sleep, Starvation/Thirst) [23pp] Insubstantial 1 (Extras: Special [Free Action / Sustained Duration to become Solid], Flaws: Permanent, Feats: Selective, Subtle) [7pp] (Liquid Metal) Super-Senses 6 (Acute Smell, Darkvision, Infravision, Ultrasonic Hearing, Ultravision) [6pp] Protection 8 [8pp] Shapeshift 2 (10pp, +10 Disguise) [16pp] Sample Configurations: Spoiler "Give Us A Hug" Additional Limbs 3 (+5 Limbs; Flaws: Duration [sustained]) [3pp] Elongation 3 (25ft) [3pp] Super-Strength 2 (+10 STR) [4pp] [3 + 3 + 4 = 10/10pp] Human Form Morph 8 (One Form, +40 Disguise, Feats: Quick Change 2) [8pp] Hunter Leaping 2 (x5 [Running Long Jump: 75ft]) [2pp] Speed 1 (10mph / 100ft per Move Action) [1pp] Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp] Super-Senses 1 (Tracking Scent [1/2 Speed]) [1pp] [2 + 1 + 6 + 1 = 10/10pp] "Om Nom Nom" Drain Toughness 6 (Extras: Affects Objects, Linked [Damage, Healing], Flaws: Limited [Objects], Limited [Metal]) [3pp] + Damage 6 (Extras: Linked [Drain, Healing], Flaws: Limited [Objects], Limited [Metal]) [2pp] + Healing 4 (Recovery +9, Extras: Action [standard], Linked [Drain, Damage], Flaws: Personal, Source [Metal], Feats: Regrowth) [5pp] [3 + 2 + 5 = 10pp] Whip-Blades/Clubs Elongation 2 (10ft) [2pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] [2 + 1 + 7 = 10/10pp] Drawbacks: -0pp None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) Strike Setting Touch (~15ft w/ Elongation) DC27 Toughness (Staged) Damage (Physical) Abilities (48) + Combat (22) + Saving Throws (17) + Skills (35) + Feats (27) + Powers (61) - Drawbacks (0) = 210/250 Power Points
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