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Kanunu (PL 12) - Angrydurf


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Power Level: 12/14 (200/216PP)
Unspent Power Points: 16PP
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness


In Brief: Jovial Hawaiian powerhouse and hydrokinetic mutant balancing work, college, and super heroics in Freedom City.


ThemeHawaiian Roller Coaster Ride


Alternate Identity: Kimo Keli'i (Poorly kept Secret)
Birthplace:  Hilo, Hawaii

Residence: Emerald City, University Hill
Base of Operations: Emerald City, Riverside, University Hill, Oceanside
Occupation: Grad Student ECU
AffiliationsEmerald City University
Family: Locally only his auntie Leilani, in Hilo on the other hand they are legion


Description:   large.Kimo.jpg.9795269f80d56db75436e3113

Age: 19 (DoB: 1996)
Apparent Age: 19
Gender:  Male
Ethnicity: Pacific Islander (Hawaiian)
Height: 6' 4"
Weight: 270 lbs
Eyes:  Dark Brown
Hair: Black


Kimo is a tall youth broad shouldered and heavily muscled.  His skin is a deep burnished sepia, darkened from long hours in the tropical sun.  His heavy jaw and broad nose lead up to a high forehead and frame his dark eyes twinkling with humor at some unspoken joke.  His head is topped by a long mass of tousled raven curls that drape nearly to his waist falling in messy ringlets occasionally tied back in a vain effort to tame the locks.  A days worth of stubble graces his jaw more often than not his polynesian heritage earning him an incomplete escape from regular shaving.  In nearly any weather he wears a simple t-shirt or tank top with a logo of a favorite band or surfwear company, or none at all on beach days, over board or cargo shorts and flip flops or bare feet.  When pressed to more dressy occasions he'll settle on knee length linen khaki shorts and a traditional aloha shirt and flip flops in better repair or perhaps leather sandals, traditional shoes are not negotiable.  In costume his look varies little, black morphic molecule jammers replace his usual shorts and he goes shirtless with hair tied back loosely by a leather thong.  Time allowing he makes a nod to 'costume' and adds a traditional Samoan ie lavalava tied about his waist in a rippling black and sky blue pattern.  While nominally keeping his identity secret he doesn't bother with a mask relying mostly on the startling difficulty many non-islanders have telling one islander from another.


Kimo was born the fourth of seven children amid a community that often seemed more family than not.  This lent itself to a very wide net of 'family' for the young man as he was never far from someone he was at least tangentially related to it seemed.  He lived a fairly normal if not luxurious life with lessons in song, dance, and instruments rounding out his traditional schooling and all the spare time he could muster spent at the beach or on the waves.  With an active lifestyle and healthy genetics he grew into a strapping youth and spent all his free time swimming and surfing the beaches around his home town.  He was 16 when things took a turn for the strange, surfing a particularly harsh set he got pulled under in the crush slammed into the coral below the break.  Strictly amateur hour stuff while trying to showboat for some tourist girls.  He should have been smashed up, possibly drowned by the force of the wave and the bad break he took.  But he was unharmed and in fact felt better than ever.  When he made it in to shore the crowd was amazed, when his baord washed up moments later, or what was left of it, everyone was sure it was some kind of miracle.  And they were not entirely wrong.  The Trauma had triggered a latent mutation rendering him nearly invulnerable and with the strength of ten men, maybe more.  He knew something must have happened he remembered hitting the coral reef, the dull thud as he was dashed against the rocks, the rasping scratch as the coral scraped across his suddenly invulnerable flesh.  He also was not so certain he could tell anyone and kept it secret for some time.  Within a month he realized his powers were only growing, and expanding.  He could command the waters of hte sea to do his bidding and his strength only grew.


After he discovered his powers he took a short lived and rather embarrassing turn as a teen hero on the streets of Hilo.  Calling himself Kanaloa after one of the chief Native Hawaiian deities he took to the streets to rid his neighborhood of pushers and meth heads.  It did not go well.  Even his command of hte waters was to little avail when a poorly planned attack on a local Meth lab ended in half the apartment complex it was housed in burning down.  His absurd misuse of traditional iconography didn't help matters when his grandma caught him sneaking in that night.  His career as Kanaloa was over before it really began, and he spent every spare moment for the next two years either in lessons on the Islands proud history and mythology or working to pay back his family who had stepped in to help those displaced by his mistake.  While it never became common knowledge who was behind the disasterous amatuer appropriation of godhead, Kimo was done.


After graduating high school Kimo set his eyes on Freedom city, for surely in the City of Heroes he could find his way to do more with his powers.  He enrolled at Freedom College and moved into the dorms.  He's been there almost a year and a half now and is starting to explore his potential as a hero under the less appropriative name, Kanunu, "The Strong."  He knows he has alot to learn but if there is anywhere he can learn it's Freedom.


Update 8/2019:  After Graduating from FCU with his bachelors in Marine Biology Kimo has been accepted to the prestigious program at Emerald City University.  He's pursuing his masters there currently and returning to his beloved pacific.  WHat time he doesn't spend in school is usually spent pursuing the best breakers Oceanside has to offer or taking a trip down the coast.  He relishes the relative quiet of Emerald City but finds the stark class divisions difficult to fathom.


Personality & Motivation:
Kimo takes the general 'Time is different on the Islands' attitude to heart.  He's slow to anger and easy going in demeanor which can come off at times as if he doesn't take things seriously though he does, he just prefers not to act rashly.  When he does move to act he can be implacable however and his fury when pushed is potent and relentless.  Kanunu is new to him, he came to study in Freedom at least in part out of the hopes of turning his powers into something more.  However in this city festooned with the monuments to the greatest heroes he can't help but feel somewhat inadequate.   He has potential but lacks confidence in his abilities and in what he's doing, he's young and inexperienced and very concerned about doing more harm than good.  With some experience and a healthy dose of self confidence though he could do great things.


Powers & Tactics:
Kanunu is a fairly straightforward fighter and while not devoid of tactics he takes a firm, 'If it ain't broke don't fix it.' approach to tactics.  His mutations had granted him both great strength and left him nearly invulnerable to anything short anti vehicular weaponry.  Wading into battle he'll focus first on dispatching underlings, a task he's very well suited to, before moving on to bring the battle to more worthy foes.  With access to a suitable water source he can utilize his hydrokinetic potential to unleash the power of the waves on his foes allowing him greater command of the battlefield though aqueous manipulations.  Shaping and wielding water to provide cover or hamper foes as well as take more direct action with powerful jets and waves or mighty tendrils to grasp foes or extract and protect innocents.


When immersed in a body of water Kanunu becomes a truly mighty foe of evil.  As comfortable in the waves as ashore and adapted to freezing crushing depths and able to hold his breath 'hella long' he gains benefits well beyond the able liquid to turn against foes.  Commanding waves and tidal surges to grant allies mobility and turning his hydrokinetic might on foes with ease he is a force to be reckoned with.


Power Descriptions:
Kimos core mutations are supernatural strength and durability that have no outward signs beyond his admittedly impressive physique.  Even his aquatic adaptations have more to do with endurance and familiarity than obviously mutant origins.  Hydrokinetics of course are far more obvious.  Kanunu commands the waves through gesture the larger the effect the more full body the movement,  a simple stomp may send choppy ripples or slick waters flowing to impede his foes while a full bodied sawy and thrust of his arms may send waves crashing or an extended arm to reach out and grasp a foe with bonds of watery doom.  The most advanced explorations of his powers are more akin to dance than battle in appearance as he draws from his heritage as influence over his command of the seas.  When calling forth a wave to ride on dry land he's able to pull the water from the air  or a nearby water source as needed to build a cresting wave he and allies can ride, if they're willing to get a little wet.



Ohana: The concept of Family is of great import to Kimo.  You take care of family and they take care of you, more than that though family goes beyond the bonds of blood.  Those who earn a place in his heart have a steadfast friend and supporter.

Kuleana: Kimo knows his start as a hero was poor, he feels a deep need to do better this time around.

Ha'Aha'A: Kimo has alot of doubts that he can live up to the big city heroes of Freedom, he has alot to prove to himself as well as the world.

Moana:  Kimo's hydrokinetics require water to work with and while his big wave flight ability doesn't require a water source pulling moisture from the air when needed it does need some moisture.  In air too dry without an alternate source he'll be grounded.

Ha:  Kimo is not truly amphibious.  He doesn't have gills or anything and needs to breath oxygen to survive.  His mutations do however allow him to hold his breath 'Hella long' represented by his full immunity to suffocation, there isn't a set time limit but he can run out of air.


Abilities: 12 + 6 + 12 + 4 + 6 + 4 = 44PP
Strength: 22/40 (+6/+15)
Dexterity: 16 (+3)
Constitution: 22/40 (+6/+15)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 6
 + 12 = 18PP
Initiative: +3
Attack: +3 Base, +9 Melee

Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed

Grapple: +33
Knockback: -11

Saving Throws: 0 + 7 + 7 = 14PP
Toughness: +15 (+15 Con, +0)
Fortitude: +15 (+15 Con, +0)
Reflex: +10 (+3 Dex, +7)
Will: +10 (+3 Wis, +7)

Skills: 600R = 15PP
Climb 5 (+20)

Knowledge (Earth Sciences) 8 (+10)

Knowledge (Life Sciences) 8 (+10)

Knowledge (Physical Sciences) 2 (+4)

Language 5 (Native: Hawaiian Pidgin; English, Hawaiian, Japanese, American Sign Language, Hawaiian Sign)

Notice 7 (+10)

Perform (Dance) 3 (+5)

Perform (Singing) 5 (+7)

Perform (Stringed Instruments) 3 (+5)

Sense Motive 7 (+10)

Survival 2 (+5)

Swim 5 (+20)

Feats: 17PP

Attack Focus: Melee 6

Dodge Focus 3

Environmental Adaptation: Aquatic

Favored Environment: Aquatic


Luck 3

Takedown Attack 2


Powers: 18 + 18 + 24 + 4 + 7 + 18 + 3 = 92PP

*All powers use Mutation Descriptor


Enhanced Strength 18 (Does Even Lift) [18PP]


Enhanced Constitution 18 (Deep Reserves) [18PP]


Hydrokinesis Rank 10 (20 PP Array; Feats: Alternate Power 4[24PP] (Water)

  • Base PowerMove Object 18 (Hydrokinesis; Flaws: Source [Water]; Feats: Accurate 2) {20/20}
  • Alternate PowerCreate Object 18 (Hydrokinetic Barriers; Flaws: Source [Water]; Feats: Selective, Tether) {20/20}
  • Alternate PowerEnvironmental Control 5 (Hydrokinetic Manipulation; Visibility 2, Hamper Movement 2; Extras: Selective; Flaws: Source [Water]) {20/20}
  • Alternate PowerFlight 3 (Surf's Up!; Extras: Affects Others, Area; Flaws: Platform; Feats: Selective; Drawbacks: Low Ceiling 1, Forward Only, No Swimming) {7/20} 

+ Swimming 4 (Tidal Surge; Extras: Affects Others, Area(Burst 20'); Feats: Selective) {13/20}

  • Alternate PowerTrip 15 (Water Jets; Extras: Knockback; Flaws: Source [Water]; Feats: Indirect 3, Accurate 2) {20/20}


Immunity 4 (Aquatic Adaptation; Suffocation, Environmental Cold, High Pressure[4PP]


Impervious Toughness 7 (Unbreakable[7PP]


Super Strength 9 (Mighty!; Effective Strength 85; Max lift 3,200Lbs.[18PP] 


Swimming 3 (Hydrodynamic[3PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 30 Toughness                Damage

Water Jets          Ranged     Power Check VS. STR/DEX        Trip




Abilities (44) + Combat (18) + Saving Throws (14) + Skills (15) + Feats (17) + Powers (92) - Drawbacks (0) = 200/216 Power Points


Edited by Fox
+1pp for November 2021
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  • 2 weeks later...

So math wise it mostly adds up. 


But, if his strength and con are part of a mutation and not something like being part Atlantean or part Ultiman why not make some of it Enhanced to show it's a mutation?


Also the Immunity to Suffocation.  I think the complication makes sense in a superhero setting context.  Drowning only when the story requires it.  But, it does raise the question of things like the Suffocate power and Chokehold in which one normally doesn't get the chance to hold their breath.  I'd actually recommend rather than the complication considering going for a half immunity to suffocation.  Sure, that puts a more definite time limit.  But combined with his high Con/Fort it's not as if it's a low time limit (especially taking the full round for a deep breath). 


Now, those are just things to consider.  Take them or leave them.  As for math issues. 

seeing as you have the Environmental Adaptation feat,

Immunity 4 (Aquatic Adaptation; Suffocation, Environmental Cold, High Pressure[4PP]

  should really be

Immunity 3 (Suffocation, Environmental Cold, High Pressure[3PP]


Also you should probably specify the area on his Tidal Surge swimming power.  I mean, it's most likely a burst area.  But it's good to know for sure.

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I added the Area notes to Tidal surge.


Aquatic Adaptation is the name of the immunity power not not a related power feat the name is a bit confusing granted.  2PP for full suffocation immunity and 1PP each for cold and High Pressure immunities.

Half immunity was something I considered but really the length of times he could hold his breath are long enough they won't be active in most threads so it felt kinda cheesy to scrimp on the point and this way he can participate in deep sea adventures as they crop up and if it's dramatically interesting the GM can activate the complication to have him run out of air.


the High base stats I'll admit are mostly due to ease of formatting and not wanting to deal with nullifies and/or stunt off them so with no compelling reason to do otherwise I went with the easier to math and more readable base stats. 

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Alrighty, I forgot the cost of Suffocation (all) apparently.  I do think you should go for an Enhanced / Regular stat split with that specific fluff.  Easier math aside, it's not like the rest of his powers wouldn't be subject to the whim of nullification.  Though nullification is pretty rare to begin with and a drain would be more likely.  Earning one more pp you could stick what you want in a container get innate and notation wise there's no reason why the formatting would have to be different from if it were pure STR as it couldn't be nullified.

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