Kirala (Beast Girl Courier-Transporter)
Character Name: Kirala
Aliases: None
Identity: Private
Base of Operation: Century City, United States
Group Affiliation: Independent
Power Level: 5 (75PP)
Gender: Female
Ethnic: Exotic Play-being
Age: 5 (Yes, five is correct)
Height: 4'11"
Weight: 95 lbs.
Hair: Rainbow shades, but mostly lavender; mostly medium length, but with long bangs
Eyes: Green
Other: Large, animal like ears; Small fangs; Redish furred tufts on shoulders; Retractible claws; Tail with long, indigo and turquoise colored fur on its lower half
***
She generally wears more than just a bikini ^_^;;
Appearance
Created as a custom play-being, Kirala appears as an exotic beauty, looking like a truly pretty human girl with animal-like features blended in that only further enhance and push her exotic beauty into a class beyond that of what is possible in the natural world. She has a small, unimposing stature, standing only 4’11” and weighing a slight 95 lbs., but her body is well-toned and athletic-looking. Her skin is mostly a pleasant shade of light tan, though some areas of her body have more exotic colors of shading. Her full-bodied hair is naturally rainbow shades in color, but is mostly lavender colored, and is medium in length, but with long bangs. Her bright eyes are slightly exotic in appearance and shaded a shade of green - the combination somehow seeming to constantly evoke a sense of animal-like magnetism. Her ears are large, animal-like, and mostly perpendicular to her head and she has reddish, soft furry tufts on her shoulders. She garnishes retractable claws that provide some small means of defense and small fangs. She sports a long, exotic tail that is bare down to its lower half, which is covered with long, indigo- and turquoise-colored fur.
History
Kirala is a custom manufactured play-being created five years ago at a significant expense for a take-no-crap Columbian drug cartel lady-boss named Armanda Lucita Delarosa that has a thing for dominating beautiful girls, of which she keeps several at her Columbian estate as her personal love slaves. Kirala is Boss Delarosa’s only manufactured girl-toy and is by far her most favorite girl. Due to the great cost of having Kirala custom manufactured, her own personal desires for Kirala, and the fact that she doesn’t back off when challenged or slighted, she will use her vast connections and resources, and go to most any length short of putting herself or cartel in significant danger, in order to reacquire her favorite girl-toy. She considers Kirala extremely valuable property and wants her back unharmed, but has no problem having anyone else that gets in the way killed without the slightest show of mercy.
Kirala was manufactured five years ago, custom made to Boss Delarosa’s specifications, but she turned out smarter, learned faster, and was more resourceful than expected, which facilitated her escape during her fourth year of sentience. Once free, she managed to smuggle herself through Central America into Mexico and, soon thereafter, found herself in the United States, in the city of Century City.
She soon made her start in the underworld, initially by working for other people, and learned the ways of the underworld. Not having it in her nature to be an enforcer, she found herself learning the ends and outs of vehicles and becoming a wheelgirl of some ability. She eventually saved up enough capital to purchase her own vehicle that was capable of the great demands placed on it by her job. Using her car, and the knowledge she has learned since making herself known in the underworld, she has started her own business as an independent courier-transporter.
Abilities
Due to her design as a custom play-being, Kirala has an exotic, otherworldly beauty not humanly possible. She is fairly fast and agile, but only has average strength and durability; however, she was engineered to be immune to all known diseases and to heal at an astonishing rate to better weather physical abuse at her owner’s hand. She is able to leap a single story straight up and has retractable claws on her hands and feet that she can use to some degree in order to defend herself or for any requests of a masochistic owner. Her sense of smell is quiet strong, her night vision is sharp, her ears can pick up a wide spectrum of sounds, and all of her senses have an animal degree of acuteness.
She has learned how to take care of a vehicle, how to drive well, and a few nefarious skills, such as opening locks and disabling car alarms in order to carjack a vehicle, also. She speaks Spanish natively, but has learned English as well.
Although a weakness, rather than an ability, it’s worth noting that as a manufactured exotic play-being, Kirala has all of the associated mental conditioning and emotional baggage that would be expected from someone created for such a singular purpose, particularly in the presence of her former master, Boss Delarosa.
Typical Gear
Besides her souped-up sedan, which is bullet-resistant and capable of high speeds and sharp maneuvering, she wears protective reinforcement under her clothing, but not so much that it interferes with her agility, that provides a degree of armor protection from violent harm. She carries a Desert Eagle .50AE Heavy Pistol, which requires both her hands to wield, but packs a significant punch for a pistol and several clips of spare ammo. She carries on her person basic lock-picking tools, and in her car, she brings along basic breaking and entering equipment as well as a simple medical kit, general purpose tools, and a flashlight.
***
Stats; Total =20PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 20 (+5)
Load/Lift
Light: 33 lbs.
Medium: 66 lbs.
Heavy/Lift Over Head: 100 lbs.
Lift Off Ground: 200 lbs.
Push or Drag: 500 lbs.
Saves
Damage: 0/+3 (Evasion)
Fortitude: +0
Reflex: +3
Will: +1
Base Attack: +3; Total =9PP
Melee: 3/+6 (Attack Finesse)
Ranged: +6
Damage
Unarmed +0S (DC: 15)
Claws +2L (DC: 17)
Gun +5L (DC: 20)
Base Defense: +3; Total =6PP
Physical Defense: 17(16/18) (Dodge)
Flat-Footed Defense: 13
Mental Defense: 11
Initiative: +3
Hero Points: 3
Speed
Running 30 ft. (60 ft./120 ft.)
Swimming 7.5 ft. (15 ft./30 ft.)
Leaping 10 ft.
Feats; Total =14PP
Attack Finesse, Attractive, Combat Driver (Ground Vehicles), Dodge, Evasion, Vehicle (Souped-up Sedan; Size: Large; Movement: 8/256mph; Hardness: 10; Armor: 8; Slick +3 [Continuous; 4 Uses]; Cost: 21; Unspent: 4), Unearthly Beauty
Super Feats; Total =8PP
Dark Vision, Scent, Ultra Hearing, Immunity - Disease
Powers; Source: Super-Science; Total =12PP
Leaping +2
Natural Weapons +2L
Regeneration +1
Super-Senses +2
Equipment; Source: Super-Science; Total =8PP
Armor +3
Weapon +5L (Desert Eagle .50AE Heavy Pistol; RI: 30 ft.; Extra: Multishot; Flaw: Magazine: 9; 4 Spare Clips)
Skills; Total 20/2=10PP
Acrobatics 1/+4, Climb +1, Computers 1/+2, Disable Device 1/+2, Drive 5/+8, Language (Spanish; English), Listen 1/+4, Medicine 1/+2, Open Lock 1/+4, Repair 3/+4, Sense Motive 3/+4, Spot 1/+4
Weaknesses; Total =-12PP
Quirk (Moderate; Play-being)
Antagonist (Moderate; Boss Delarosa)
Disturbing (Minor; Exotic Appearance)
20PP+9PP+6PP+14PP+8PP+12PP+8PP+10PP-12PP=75PP
*****
Combat Driver (Crooks, page 114)
You know some tricks that can keep you alive while driving a ground or water vehicle under combat conditions.
Prerequisites: Dex 13+, 1 or more ranks in Drive.
Benefit: Choose to specialize in ground or water vehicles. You are especially good at operating this type of vehicle under combat conditions. You gain a +1 bonus on either attack rolls or to the vehicle’s Defense (chosen each round) when driving a vehicle of your chosen type. Defense bonuses from multiple operators with the Combat Driver feat do not stack.
Special: You can gain this feat twice. Its effects do not stack. The second time you take the feat, it applies to the other type of vehicle.
Vehicle (The Algernon Files, page 126)
You possess an extraordinary vehicle (or vehicles).
Benefit: You possess a vehicle constructed from a pool of points equal to 5x your PL. A PL 5 character could have a special vehicle built on up to 25 points, for example. At the GM’s discretion, this pool of points may be split among multiple vehicles, so long as the total number of points used does not exceed the pool limit established by your PL.
Unearthly Beauty (Odds and Ends 11/2004)
Your physical appearance approaches perfection.
Prerequisites: Attractive, Charisma 18+ or Super-Charisma.
Benefit: You gain a +5 bonus on Bluff and Diplomacy checks when interacting with individuals who might find you physically attractive (instead of the +3 bonus of the Attractive feat). Furthermore, the starting attitudes of such individuals are automatically improved by one step (Hostile to Unfriendly, Unfriendly to Indifferent, and so on), regardless of the result of your skill check.