Name |
Lullaby Vakegata-Sengihr
Note that her full name is technically "lalalihbah vahh akegata sengihr" a very complicated name which means 'connecting the broken worlds, dawn in shadows'; but it might as well mean 'dream-time in the morgue'... |
Status |
Sehatan / Penjagan / Dragon Master
Penjagan - born into Status and passed exams at age 11, prefers to have plenty of Budak who know what they're doing rather than wonder about Bayaran who may need more training
Sehatan - 17 years experience in Forensics though only officially so for 10
Politically active, 6 years Zuca Area forensics council; 3 years Zone Head of Forensics at Lendau |
Gender/Age/Lifespan |
Female / 30ish / Immortal |
Born Year / LAZ |
10666 / Zerin / Zuka / Flux Island |
Breeding |
Natural B6 |
Fertility |
Hyperfertile, breeds with any humanoid |
Parents / Family |
Mother Lanae Akegata
Father Gulallibah Sengihr-Vahh
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|
Bred To / Offspring |
*probably, sometime... |
Int - 107
|
App - 89
|
Edu - 88
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Cha - 90
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Str - 64
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Soc - 82
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Hea - 72
|
Agg - 75
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Agi - 85 / 90m
|
San - 60
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Rea - 96
|
Cou - 80
|
Sensory Mods |
Hearing 190
Psionics 190
Electronic 96
|
Movement Mods |
Run 2x Speed
Leaping 2x Distance |
Body Type |
68 |
|
Holdings |
Land 2033
Zerin 840
Tana 804
Kiran 389
|
Land/Area/Zone |
Amount, Use |
Zerin / Zuka / Flux Island |
9 Estate |
50 Forensics Lab |
200 Forensics 'Death Lab' land |
Zerin / Zuka /
Gulallibah Island |
9 Estate |
60 Forensics Facility (Area+) |
300 Dragon Land |
Zerin / Zuka /
Bluegrove Island
|
12 Estate |
200 Neres Sampling Lab |
Tana / Difar / Ablan |
6 Estate |
40 Orchard |
168 Research Facility |
300 Dragon Land |
Tana / Imaa / Lendau |
4 Home |
|
70 Apartments/Office |
|
216 Forensics Lab (Zone+) includes Morgue and Funerary Facilities |
Kiran / Le'ret /
Ski'nahket |
5 Home (near facility) |
40 Forensics Lab |
Kiran / Wo'ad / uninc. |
344 Dragon Land near White Valley (4 home) |
Neres |
But Doesn't Trust Tresis |
Dragondeep /
Gelgela and Lumin |
Royal Grandparents! |
Xen/Rookery |
Vahh Related |
Twoarth |
Errybody Teaches At Carramba Now |
|
Bayaran |
17 largely placed in the morgue and other spots that will gross them out, because she enjoys their reaction |
Budak |
39 several at each location, at least 1 per home for upkeep, and several specially Bred for duties dealing with ground and plant research |
Hires/Employs |
Kaumburuh mainly for mundane maintenance and location upkeep
Tuantana at any given lab
Membayar associated with Vahh only for lots and lots of legal and court work
Pemilik hired on for most temporary Budak needs
Suzerain political connections mainly Vahh but also for Sengihr-based medical
Pelatih taking care of the forensics research with insect larvae and decomposition
Peridian and Sehatan providing labs, facilities, and employees for research work
Penjagan mostly connections for Budak and Land
Atasan connections for political and legal needs
Dragon Masters? Breeders?
|
Savings |
1.1mc |
Profession / kc per year |
Forensics Research and Autopsy Management 65kc |
Powers |
Genetic Purity
Power Rank |
11
1
^ |
Minor |
^ Diadem Use - this is exceedingly rare among most Zekirans but since she's got so many non-Zekiran ancestors the Diadem that she was given (not shown on images) helps her interface with electronic sources as well as boosting her raw Psionic power. Her Diadem is made of rose gold metal, shaped to her ears and facial markings, and has a Xenian-amber-flecked amethyst gem set into it where the smaller triangle at her hairline is, framing the gem perfectly! The powers indicated with ^ act one tier stronger for resistance and effect purposes when she is using this Diadem, though she will remove it when she needs a bit of a break as it compounds with her natural susceptability below
^ Humanoid Psionics - a suite with several uses, generally works best within about 2 km but she can stretch her sensory area if she knows a specific person is within about 5km.
-- Empathy - able to detect and effectively understand the deeper moods of a person nearby
-- Telepathy - non-invasive, she can read surface thoughts and is easily communicated to by another telepath, they can see her mind at up to 2x their normal distance
-- Hypnosis - while she cannot 'suggest' things, she can place a person in a temporary state of wonder, 'on hold' for lack of a better term. This doesn't harm them, and they can be given suggestions by others with that ability, and cannot resist that suggestion in any way, even if they are PR 0 or have Special levels on their own mental powers. She can basically use this power to 'prepare' someone for questioning in the lab or at a court event
Savant: Anatomy and Physiology - with necromancers, healers, mages, and spirit sensors in her line it's impossible to get away from it. Knowing how a body works is not even 'second' nature, it's her nature. All rolls for anatomical or physiological needs are assumed to be successful, and if challenged or difficult are boosted by 30 skill points (Total rolls only); this savant completely removes any Education cost for the skills
^ Electrical Control - though reduced from a Special tier in ways, this is still a strong ability that is strictly used with her Diadem worn. There are special ports in her Diadem that allow her to plug directly into a data source, or put a storage crystal directly into it to record what she senses. Her ability normally can detect all electrical signals from non-living sources, such as computers, batteries, etc, and to a limited degree tell how powerful the signal or resource is. But with the Diadem attached it becomes essentially an extension of her own fingertips and eyes. Though she is adept with using it to access information terminals and datapads she doesn't really concentrate on this ability. It is certainly connected to her ability with portal technology, but not one that she's often using openly. Since it cannot help her with living subjects (yet) she has decided to let it sit. However it does also play into the 'weakness to other psionics' feature. Eventually she'll get resentful enough about that to practice more uses with it
|
Major |
Heal Other - can heal modest wounds up to 16 points worth within about half an hour, and has an incredibly good success rate for bringing people back from near-death if their wounds or condition are life-threatening. She uses a very targeted approach, rather than just 'dumping some healing power' on a whole person, and will fix issues that affect their ability to self-heal first, such as 'that hole in their heart they didn't even know about until they fell off a Steed'
^ Portals! - Though she can only create portals large enough and lasting long enough for herself to slip through, she knows how to work them very well indeed. Her grandfather Vaelan and great-grandfather Kallah Vahh are both extremely well versed at their uses and have instructed her extensively
-- Genre Sense - Able to get a 'tingly feeling' when there is a realm that has commonalities with her current one. This serves as a bit of a prediction tool for her, since 'one version' of the crime scene might have gone this way, 'another version' doing it slightly differently
-- Genrehop - Can bodily move between dimensions that her family line is in tune with, so as above in her holdings, she can reach places like Dragondeep, Xen, Twoarth, even prior versions of the Gelgelan homeworld, and the Rookery. These are the only places she can directly access, but ...
-- Portal Manipulation - any existing portal, be it one held open by Vahh or Keenan Lane, or a technological one built in the Vahh facility, Carramba High's Portal Lab, or Dragondeep's very imposing Portals and Gates, Lullaby is able to actively change where its destination is, how long it will remain open, or even open and shut it entirely. She must be within about 20 meters at most of these portals, and it does wear her out doing any of this. If the portal is biologically-initiated (such as Vahh's) she must face a resistance roll if that user doesn't want their portal being altered; if it's a technological source however, no roll is needed unless there's a technomancer about!
-- Portal Creation/Localized Teleport - Each of Lullaby's locations and Holdings has its own base point that she can hoome in on, and she can instantly move across Zekira with them. This technology is Vahh-created, and for her use is tuned directly to her Diadem's stone due to its Xenian wavelength. She can still open it consciously without this, but it will automatically work if she just walks right up to it
|
Special |
Spirit Aura Manipulation - an extensive suite of powers that allow her to sense, manipulate, understand, and even control the remnant or even active psionic powers around herself or a location. This has had a very strong impact on her choice of profession, because as a child it was not quite under her control. Wandering through a crime scene, suddenly whoops she knew everything! Having it under her conscious control however has been both challenging and rewarding. She will continue to grow with this power, obviously, since she's immortal and has plenty of time to refine certain bits of it. Sean is the strongest user of this type of power in her line, and advises her on its use.
-- Sense Remnant Mind/Psionic Power - ghosts of any given strong psionic, be they Zekiran or other types, are everywhere in the multiverse. If they are freshly dead (within about 30 days), or quite strong (PR 1/0), she can communicate directly with the person who is now deceased.
-- Detect Psionic Aura - With refinement she may be able to sense any still-living minds and psionic presences, but for now it's mostly the ones who aren't attached to bodies any longer; this can tell her what mood and powers the aura consisted of at the person's death, though not necessarily know names or specifics
-- Summon Spirit - generally lower PR (2-5) spirits will simply come to her if she desires it, within about a 50 meter sphere. Provided they are still lingering, it doesn't matter how long they have been deceased, though what she does next might 'wear out' their power
-- Sense Through Spirit - those spirits can harbor her mind, similiarly to the way an Outsider's physical body can host a wandering psionic spirit. Table's turned, huh! She can drift considerably farther in a sort of 'astral projection' but only when there are spirits that can host her mind, in a daisy chain up to 10 miles away. She will snap back to herself if the chain is broken or no 'connections' exist within 1km of her last spirit, and this will cause her to be disoriented for about half an hour. If she is forced out of that connection, she may go comatose for up to a day, from the spiritual / psionic feedback. This power leaves her body unattended, so she must do it only when there are adequate protections. Not that she is able to be harmed particularly by damage, but she doesn't want her property invaded or thieves wandering around while she's busy in VR (that's... Vortal Reality!)
-- Control Spirit - any given dead mind will do her bidding, spy on people, find hidden treasure, root out guilty parties, or even spook people who don't realize they are being watched by ghosts... This power works on those she's summoned, for up to 3 days, after which point they will probably forget they were doing something. She can sense through their spirit provided they're still within her closer 2km range, while they are doing these things, but doesn't have to actually 'go into' their spirit, and thus can do this while maintaining her own body activity
-- Aura Manipulation - this power works on living subjects, that may be currently out of their own physical shell. She can easily see the tether between a living psionic aura, and its body, one which is not present on a dead one. With this ability she can move a mind back into its right place - this has people in a bit of a tizzy because "we thought auntie Garbala was dead and started divvying up her poperties already!" sometimes, people aren't dead, they're just buried, maybe make sure next time, now go to prison.
-- Vortal Sense - Though this ability is strongest among the Vahh clan, she is still working up to fully exploiting its uses. She can see the traces of specific breeds of people, Vortigaunts (yes, there are a couple on-site at Ski'nahket...) and the Vahh descendants closest to Kallah Vahh, herself included. Wherever they have used an ability, it leaves little anchors and echoes. Use a power the same way in the same spot over and over, and it becomes almost physically visible to her! She will eventually learn more about how to use this power fully, but for now it's more dormant due to her location on Zekira |
Physical Mutations / Social Disadvantages |
Mutations |
Minor - Rabbit Adjacent Furry - Gelgelans aren't 'rabbits' but they do kinda look like (and breed like) them!
--
Skin velvety / Bold Markings - both sides of her family have markings, in fact, so it's no wonder that her very short velvet fur also has them. Her forehead, ear and tail tips, and toes have medium brown markings, while the rest of her body has creamier golden tone lines; her hair is also multicolored white, green, and red, on both head and tail
--
Long Ears (Hearing x2) - also both sides have long ears! One with the more animal-look to them, but definitely that aspect from dad's side has been around for several thousand years. Her ears are flexible and can help her pinpoint sound sources, and hear very quiet or distant sounds
--
Slight Muzzle - her nose does end in a little bit of a bumpy triangle though it's not cold and/or wet. Her front teeth also do grow a little bit longer than typical, but not so much that they interfere with her speech or eating habits
--
Short Tail - not bunny shaped, since dad's got a Medium tail, but it does have the distinct Gelgelan fur coloration. It does add a small amount of Body Type but that's accounted for in the normal calculation
--
Slightly Modified Feet - mostly internal, aids in balance, speed, and leaping, she does have hard nails on her toes but it's mainly that she could kick with force up to 4 points Bashing damage in combat
Special - Natural Regenerative Immortality - both sides of her family are... well, let's say there's maybe 3 truly mortal people among them. That Blackstone up there with great grampa Vahh for instance. But even she lasted quite a lot longer than normal, and the Sengihr/Marad group come back later as Outsider immortals themselves! Basically what happens to Lullaby if someone tries to spear her or otherwise impact her physical cohesion, there's a very good chance that the weapon will get stuck in her body while they're still holding it, she heals that fast
|
Disadvantages |
Minor - Plays With Her Food and by 'food' we mean 'people'. She is still a Sengihr after all, with the added Vahh complications, so she definitely enjoys making people squirm or feel slightly uncomfortable in her presence. She does this for a reason, not unlike either (or any) Sangers or Vahh, though she is an approachable badass, and will intimidate people only when needed... or if she's bored...
Major - Strongly Affected by those who are boosted by Diadem (magical/psionic on Lumin and Jewel Witch side), Xenian Crystal (Vahh side), or Electrical/Electronic power users; This is dually a benefit and a bit of a curse, since her range and ability to communicate with those users is doubled, but should any of them lose control, attack, or even be doing something strong nearby she will definitely be affected or harmed directly
Major - Weirdness Magnet, when you can sense and be sensed strongly by spirits of the dead, you are definitely weird
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Skills (5 = normal/adequate, 15 = typical professional, 30 = truly stellar professional level) ^automatic, *ghosts |
Basics |
Literacy 5
Math 6
Personal 5
Land/Area Zekiran 10
Land/Area non-Zekiran 5 |
Status |
Command 10
Contract Writing / Debt Assessment 5/5
Style 5
Events Organization /Forensic Departmental 20
"
/Party 5 (... you don't really want her in charge of your garden party oh my goodness no)
Law /Hold 5
" /Hard Stock 10
" /Sehatan - Healing Practice 10
" /Sehatan - Forensics and Death Investigation 15
" /Criminal - Professional Forensic Investigator for Zuka 15
" /Criminal - Head Forensic Investigator for Lendau 20
Politics /Active, Zone and Area Sehatan Council 10 |
Professional / Forensics and
Necromancy |
Advanced Anatomy 30^
Notice and Analyze /Unusual Circumstances 15*
" /Wounds 30^
" /Physical Conditions 30^
" /Setting and Environmental 15
" /Evidence 15*
Substance Recognition /Physical Evidence 15
" /Dead Adjacent (bugs, remnants) 15
Tool Use /Forensic (micro, photo, etc) 5
" /Autopsy 5
" /Research 10
Research Terminology /10
|
Personal Skills |
Portal Exploration /10
Survival /Glamping 10
Appraisal /Found Stuff 5
Figure Out Local Ghosts /15*
|
Power Use |
Healing Accuracy 10^
Spirit Manipulation Range 5 /AoE 5
Telepathy /Subtle 5 /Range 5
Portal Navigation 15
|
Dragon |
none yet |
Bonded at |
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