Carmila Cray
Cost Characteristic Value Roll Notes
0 STR 10 11- Lift: 100.0kg; HTH: 2d6; END: [1]
9 DEX 13 12- OCV: 4  DCV: 4
0 CON 10 11-
0 BODY 10 11-  
7 INT 17 12- PER Roll: 14-
10 EGO 15 12- ECV: 5; Mental Defense: 11
3 PRE 13 12- PRE Attack: 2 1/2d6
2 COM 14 11-
2 PD 4   Total: 4 PD (0 rPD)
2 ED 4   Total: 4 ED (0 rED)
7 SPD 3   Phases: 4, 8, 12
0 REC 4   Running: 6" / 12"
6 END 32   Swimming: 2" / 4"
0 STUN 20  
Real Name: Carmila Cray Hair Color: Red
Concept: Metamorph Eye Color: Brown
Affiliation: None Height & Weight: 5' 9" (1.75 m) / 137 lbs (62.00 kg)
Played By: NPC Date of Birth: September 4, 1974
Created By: Ben Langdon Place of Birth: Portland, Oregon
Cost Powers END
148 Animal Powers: Variable Power Pool, 80 base + 68 control cost, Cosmic (+2) (200 Active Points); Limited Class Of Powers Available: Must Relate To Her Present Animal Form (-3/4) 0
55 Animal Form: Shape Shift (Sight , Hearing , Smell/Taste and Touch Groups, Any Animal), Cellular, Instant Change, Costs END Only To Change Shape (+1/4) (55 Active Points) 4
8 Bestial Psyche: Mental Defense (11 points total) 0
6 Heightened Senses: +2 PER with all Sense Groups 0
Cost Skills
1 AK: Madagascar 8-
17 Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Elephants, Equines, Felines, Insects & Anthropods, Raptors, Reptiles & Amphibians, Ursines) 14-
3 Climbing 12-
3 Computer Programming 12-
3 Concealment 12-
3 Deduction 12-
0 Everyman Skills
AK: Portland, Oregon, USA 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (idiomatic)
PS: Terrorist 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
2 Language: French (fluent conversation)
1 Language: Malagasy (basic conversation)
3 Mimicry 12-
3 PS: Zoologist 12-
3 Paramedics 12-
3 Riding 12-
11 Scholar
KS: Bird Kingdom (3 Active Points) 12-
KS: Insect Kingdom (3 Active Points) 12-
KS: Mammal Kingdom (3 Active Points) 12-
KS: Reptile Kingdom (3 Active Points) 12-
13 Scientist
SS: Botany 12- (3 Active Points)
SS: Ecology 12- (3 Active Points)
SS: Toxicology 12- (3 Active Points)
  SS: Veterinarian Science 12- (3 Active Points)
SS: Zoology 12- (3 Active Points)
3 Seduction 12-
3 Shadowing 12-
3 Stealth 12-
4 Survival (Temperate/Subtropical, Tropical) 12-
3 Tracking 12-
200+ Disadvantages
5 Accidental Change: Changes Shape When Stressed Or Annoyed 8-
10 Hunted: Agent Ape 8-
20 Hunted: CIA 8-
15 Hunted: The New Men 8-
20 Normal Characteristic Maxima
10 Physical Limitation: Is Affected By Mental Powers Which Target Humans And Animals
10 Psychological Limitation: Always Blames Others For Her Mistakes
15 Psychological Limitation: Casual Killer
15 Psychological Limitation: Manipulative
10 Psychological Limitation: Treats Her Minions With Contempt
15 Social Limitation: Secret Identity
5 Unluck: 1d6
0 Experience Points
JUNGLE QUEEN | Points Summary
Characteristics Cost: 48 Base Points: 200
Powers Cost: 217 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 85 Total Points: 350

Spurned by her doctoral advisor for being too caught up in the romantic notions of animal's having souls, Carmila Cray was overlooked for a faculty job at the University of Oregon and found herself without a job and soon after without a thesis advisor.  She was forced to drop out of her studies and was nearly going to accept a waitressing job when she saw an advertisement for scientists wanting to work in Madagascar.  Carmila had been dreaming of Madagascar for years and when she saw the opportunity it was as if she was meant for it.  The Alexander Corporation was investigating several species of wildlife on the island and needed scientists to continue the work after the previous team of scientists were killed or debilitated by a deadly virus.

Carmila joined the new team and moved to a scientific installation outfitted with the best equipment.  Some of the other scientists talked in whispers about the previous team but Carmila found herself something of a loner amongst them and pursued her work rather than social gossip.  During some routine data entry, Carmila stumbled across some top secret computer files detailing Alexander's plans to use the scientific data gathered at the installation to develop biological weapons.  Carmila was outraged, and perhaps even more outraged than she expected.  It was as if she had been infused with outrage.

She demanded to know the connection between their research and any weapons the corporation was planning to develop.  The supervisor stumbled through some excuses and attempted to divert her protests, but Carmila was ruthless.  She contacted the American Embassy and made a time to meet with the ambassador the following week.

However, that night the supervisor left the installation and as he did so, he locked the doors from the outside.  He was the only one of the previous scientific team to have survived the virus, and there was a reason.  He contacted his superior at Alexander Corporation headquarters and received orders to eradicate this new team.  They would use the same virus, and perhaps the next round of scientists wouldn't be so curious.

Inside the installation, Carmila tossed and turned in her sleep, embraced by vivid nightmares of beasts and men and everything in between.  She could see her outrage manifested as a lion and then a grunting rhinoceros.  She tossed again and found herself looking out at the dream-world through the eyes of a crocodile hunting her supervisor.  Then the vision changed again and she was sitting up in her bed, covered in sweat.

The air in her room was humid.  The air conditioner was on the blink again.

Without thinking she reached for the internal com system and called maintenance.  No one answered.  She stood up and felt immediately light-headed.  Her vision blurred.  She coughed and there was blood on her hands from the phlegm.  She stumbled to the door and pushed her way into the corridor.  Outside she saw one of her co-workers dead on the floor.  She had read about the fate of the previous scientists and recognised the signs.  It was the virus.

She made the connection, somehow, that the supervisor was responsible.  Her eyesight cleared, almost to the point of becoming superhuman.  Her senses were sharpened too.  Her mind was swamped with hatred for the supervisor and a need to hunt him down and rip out his throat.

Carmila shuddered.  As the virus entered her body she found that her body was revolting against the invader.  It shuddered and shifted and the woman she was ceased to be, and in its place was a large snake.  Her body was hosting something bigger than her.  It felt like the entire animal kingdom was inside her body and it was not happy.  It demanded blood.

She slithered down the passage.

The supervisor didn't hear the window break in his apartment.  His hands were clutched around the tumbler of whiskey.  There was no other way, he told himself.  The money tied up with the project was not the biggest concern - it was Alexander's reputation.  The current CEO had been very clear that none of this project was ever to be aired in public, at least not while it was still in its testing phase.

Carmila stretched her muscles and felt her body shift again, effortlessly transforming into a lioness.  She could smell the supervisor and had examined the entire apartment thoroughly before she approached him directly.  At first his eyes seemed to widen with fear, but then she realised he was intoxicated.  She smelled fear but it wasn't as precise or potent as she had hoped.  She roared at him, and the fear intensified.  She licked her lips.  Inside her head she felt the animal kingdom coax her forward.

She never did make the meeting with the American ambassador but with her newfound connection to the Animal Kingdom Carmila realised that she had had enough of waiting to get what she deserved.  With the combined powers of every animal on the planet she decided to go out and make the world her own.  Her first action was to rob a bank.  She knew it was conventional and it was a complete success.  She followed it up with several more robberies, which got the attention of the MI6 agent Agent Ape.  He was her first real opponent and they fought to a standstill, although the battle with the sentient ape forced her to tap into the more cruder aspects pf her new form.  She fought tooth and nail and both lost a lot of blood.  After she recovered in the jungles of Madagascar Carmila headed to London to get her revenge on Agent Ape.  Her identity was secret and all the authorities knew was that a series of robberies had been undertaken by animals.

Carmila lured Agent Ape to the London Zoo and nearly killed him, but was stopped by the arrival of several members of Majestic.  She eluded them by changing her form and mixing with the zoo animals.  Shortly after she left the country.

Anima Mundi's first appearance as a human supervillain was in the United States.  She donned a costume and took control of the San Diego Zoo.  She released the animals and caused massive chaos in the city, but was stopped by Jungle Boy who gathered the animals back to the zoo and then faced off against Carmila.  Since that time she and Jungle Boy have fought half a dozen times, and she has come to consider him a fun adversary - someone she delights in teasing and playing with.



Carmila believes she has been chosen to represent the injuries and injustices of the Animal Kingdom.  She is quite self-righteous and difficult to argue with.  She is evasive when pressed for personal information and has tried to move away from her life before becoming Anima Mundi.  She never accepts failure as being her fault and considers her previous life to be a series of unfair situations caused by others.  She should have been a great scientist but the establishment got in her way.  She should have been happy but everyone seemed determined to ruin her life and ostracise her.  With her powers she feels she can do anything.  She is rude and very forward, particularly when it comes to innuendo and sexual advances.

Anima Mundi plans to eventually take over the world and is determined to use the Animal Kingdom to achieve this as some kind of divine justice.



"I'll have you swinging in the trees with me, Jungle Boy."



Anima Mundi is a metamorph, able to change her shape into any kind of animal she is aware of (and she has extensive knowledge of mammals, reptiles, birds and insects).  She is able to transform into normal versions of these animals and has the same characteristics and abilities.  Through concentration she can boost some of these abilities beyond what is normal for the animal.  For example, she is able to transform into a bear which is considerably stronger than a normal bear.

When she is in an animal form she is very difficult to detect.  While she usually stays in animal forms throughout any contact with superheroes or authorities, she sometimes wears a costume to show her human form while maintaining her secret identity.



In her human form, Carmila appears to be a woman in her thirties with red wavy hair and a shapely figure.  On the rare occasions she wears a costume it is usually plain and hardy, and includes a mask of some kind.  Most of the time she just changes shape from one animal to the next without having to revert to her human form.  In her various animal forms, Carmila appears like any other animal of that kind.