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Chogan Blondion Panpiper
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 END [1]
DEX 13 10 6 12-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 13 10 3 12-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 3 3 0
DMCV 3 3 0
SPD 2 2.0 0 Phases: 6, 12
           
PD 3/7 2 1 3/7 PD (0/4 rPD)
ED 2/6 2 0 2/6 ED (0/4 rED)
REC 4 4 0
END 20 20 0
BODY 10 10 0
STUN 20 20 0
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 29 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Dependent NPC: Native American Communities Infrequently (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
10 Psychological Complication: Code of Honor, will not break his word. (Uncommon; Strong)
10 Psychological Complication: Protective of Nature (Uncommon; Strong)
5 Social Complication: Aloof and standoffish Frequently, Minor, Not Limiting In Some Cultures
Notes: This is more a perception resulting from him being somewhat out of place outside of native culture.
10 Distinctive Features: Extremely powerful shaman (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses; Not Distinctive In Some Cultures)
5 Distinctive Features: Scared and Weathered Native (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Chogan Blondion Panpiper
SKILLS
Cost  Name
3 Expert Native Hunter Enhancer
1 1) PS: Hunter (2 Active Points) 11-
1 2) WF: Blades, Rifles (2 Active Points)
3 3) +2 OCV with Rifles (4 Active Points)
3 4) Survival (Arctic/Subarctic, Temperate/Subtropical) 12- (4 Active Points)
2 5) Tracking 12- (3 Active Points)
2 6) Stealth 12- (3 Active Points)
2 7) Concealment 12- (3 Active Points)
2 8) +1 with Tracking, Stealth & Concealment (3 Active Points)
2 9) CuK: Native American Peoples (3 Active Points) 12-
3 Bush Pilot Enhancer
1 1) PS: Bush Pilot (2 Active Points) 11-
0 2) TF: Small Motorized Ground Vehicles, Small Planes (1 Active Points) (1 Active Points)
2 3) Combat Piloting 12- (3 Active Points)
2 4) Navigation (Air, Land) 12- (3 Active Points)
2 5) Mechanics 12- (3 Active Points)
1 6) AK: Canadian Taiga & Arctic (2 Active Points) 11-
3 Scholar
2 1) KS: Mystical Lore (3 Active Points) 12-
1 2) KS: Native American Myths & Legends (2 Active Points) 11-
1 3) KS: Nature (2 Active Points) 11-
1 4) KS: Supernatural World (2 Active Points) 11-
3 Linguist
0 1) Language: Cree (imitate dialects) (5 Active Points)
1 2) Language: English (fluent conversation) (2 Active Points)
1 3) Language: French (fluent conversation) (2 Active Points)
1 4) Language: Navajo (fluent conversation) (2 Active Points)
46 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Expert Hunter
2 1) Weapon Element: Rifles, Thrown Knives, Axes, and Darts
4 2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 3) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
3 4) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike
12 Total Fighting Skills Cost
PERKS
Cost  Name
1 Supernatural Hunter License
2 Mystic Pool: 27 points (plus Character Creation Resource Points)
5 Equipment Pool (25)
8 Total Perks Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
10 Supernatural Resistance: 4 (12 Active Points); IIF (Fetish Charm; -1/4)
8 Supernatural Awareness (10 Active Points); IIF (Fetish Charm; -1/4)
30 Total Talents Cost

Chogan Blondion Panpiper
Mystic Pool (27/27)
Call Spirits : Reduced Negation (3) (6 Active Points); OIF (Weapon of opportunity; -1/2), Incantations (-1/4)
Notes: Real Cost: 3
0
Hear Spirits : +5 INT (5 Active Points); Only for perception and tracking (-1/2)
Notes: Real Cost: 3
Shamanistic Ritual, 90-point reserve, (90 Active Points); all slots Extra Time (20 Minutes, -2 1/2), OAF Arrangement Fragile (-1 1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
Notes: Real Cost: 21
1) Aspect of Totem : Aid 3d6, Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 1/2), Delayed Fade Rate (points return at the rate of 5 per Week; +2 1/2) (90 Active Points); Extra Time (5 Minutes, -2), OAF Fragile (Requires Multiple Foci or functions at reduced effectiveness; -1), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
Notes: Recipient gains 10 points in four characteristics appropriate to the chosen totem. I am thinking speed, OCV, DCV and either running or PD (which would help a 'lot' with compensating for his low physical stats). His totem by the way is 'not' a blackbird. That is simply his native name.
9
2) Invoke spirit of the land : Change Environment (-5 to Normal Sight PER Rolls, Long-Lasting Permanent, Varying Combat Effects), Area Of Effect (8m Radius; +1/2), MegaScale (1m = 1 km; +1) (90 Active Points); Extra Time (5 Minutes, -2), OAF Fragile (Requires Multiple Foci or functions at reduced effectiveness; -1), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
Notes: Permits potentially permanent effects (subject to GM approval of course) upon a large 8 kilometer radius area up to 20 points of change environment effects. Effects must be thematically appropriate.
9
3) Cleansing : Dispel 30d6 (90 Active Points) 9
4) Spirit Communion : (Total: 90 Active Cost, 15 Real Cost) Mind Scan 9d6 (Human and Additional Class Of Minds classes of minds), +5 OMCV (60 Active Points) (Real Cost: 10) plus Mind Link , Additional Class of Minds class of minds, Any Willing Target, No LOS Needed (30 Active Points) (Real Cost: 5) 6
5) Totem Shift : Multiform (150 Character Points in the most expensive form) (Instant Change, x8 Number Of Forms), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Half Phase Action to reset, Three or more activation conditions apply simultaneously; +3/4) (87 Active Points) 0
6) Vision Quest : Precognitive, Retrocognitive Clairsentience (Sight, Perceive into a related And Hearing Groups), Discriminatory (85 Active Points) 8

Equipment Pool (25/25)
1) Knife : Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR) (15 Active Points); OAF (-1), STR Minimum 5 (-1/4), Real Weapon (-1/4)
Notes: Real Cost: 6 Points
1
2) Concealed Bullet Resistant Vest (4 PD/4 ED) (12 Active Points); Torso Coverage (-1 1/2), Half Mass (-1/2), IIF (-1/4), Real Armor (-1/4)
Notes: Real Cost: 3 points
0
3) M14 with 10x Scope : Killing Attack - Ranged 3d6-1, Half Range Modifier (+1/4) (60 Active Points); OAF (Rifle; -1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), 4 clips of 20 Charges (+1/4)
Notes: Real Cost: 9 points
[20]
4) Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
Notes: Real Cost: 2
5) Gerber Multi Tool : +1 with all mechanics, repair or related skills (4 Active Points); OAF (-1)
Notes: Real Cost: 2
6) Miscellaneous Camping Gear, Rope, Trail Supplies :
Notes: Real Cost: 1
7) Cell Phone - Reliable :
Notes: Real Cost: 1
8) CB Radio Rig :
Notes: Real Cost: 1

Chogan Blondion Panpiper
APPEARANCE
Height:   5' 11" Hair:  Brown
Weight:  165 lbs Eyes:  Brown
Chogan does not 'try' to stick out like a sore thumb in white man's society, but his culture does leaving him looking much like what he is, a throwback First Nations native somewhat out of place.
BACKGROUND
After his birth parents were killed when he was very young, Chogan "Blackbird" Blondion was raised by his First Nations shaman grandfather, a venerable throwback to a bygone time. He was relatively isolated from 'white man' society and culture, growing up steeped in the ancient ways. His true mother tongue is Cree, having picked up French and English only after several years. It would be hard to find someone nawadays more versed in the old ways than Chogan.

That said, Chogan is not an anachronism; he educated himself well in the knowledge of the 20th century having both a keen mind and good self discipline. Technically Chogan was 'unschooled', learning on his own whatever he was curious about. He is living testimony to the idea that if you leave a child alone with educational resources, their curiousity alone will do the job. Chogan learned much of what was in the library, and a great deal more of what was not, most especially the old shamanistic ways of his grandfather. He learned to hunt with a literally mystical talent. Ultimately though the rather desperate economic plight of his people lead him to pursue a more lucrative profession, one much needed in the northern wilderness of his native Quebec, that of a bush pilot.

He flew for many years, first contracting his services to a company, and later going freelance after he bought his own bush plane. Money was good servicing the contruction operations on the James Bay hydroelectics, but he also spent a lot of time flying in and out of many relatively isolated native communities. Frequently he was the main source of their contact with the outside world, bringing in medicines and other things that often he would pay for himself. He felt very comfortable as a benefactor and defacto guardian of his native peoples.
PERSONALITY
Chogan was raised knowing about the supernatural world, it was simply part of the reality of learning shamanism. but he was never a part of the formal arrangement of hunters and the Accords. That changed one day when he found himself in mid air with a supernatural stowaway that got physical. He survived the crash, barely, but his plane did not. The insurance company blamed the crash on pilot error and wouldn't pay out, and Chogan couldn't make a very convincing case otherwise without vilating the accords. He is still recovering from injuries and is physically a shadow of himself at the moment. He has medical bills to pay and a new plane to purchase, and his people still need help. He has turned to hunting, at least for now, to get himself back on his feet. While he might not be at the top of his game physically, his shamanism helps balance it, and his other talents can be of great help to hunting teams.
QUOTE
"We do not inherit the Earth from our Ancestors, we borrow it from our Children."
TACTICS AND COMBAT NOTES
Chogan is a superlative hunter, hunter as in traditional hunting for meat. However those talents translate very well for hunting of the more supernatual kind. Given a bit of time, his shaman rituals can be both powerful and very useful.
CAMPAIGN USE
Chogan is a very competant tracker/hunter and a great one to have around if venturing into the wild. His Shaman rituals can prove extremely useful as well.

There is a natural order to things, an order the Accords for the most part, work to maintain. Supernatural beings have their place in that order, and as long as they stay within it, Chogan would protect them as much as he would anything else. But just as there are criminals in human society, so too does the supernatural world have it's problems. Beyond that, Chogan is heavily involved in helping the plight of his people, some of whom are quite beleaguered.

Chogan Blondion Panpiper
SPEED CHART DEX 13 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3/7 2/6 0 0
RESISTANT 0/4 0/4    
FATIGUE & HEALTH REC 4   
  BODY STUN END
MAXIMUM 10 20 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
COMBAT SKILL LEVELS
+2 OCV with Rifles (4 Active Points)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 4
MENTAL 3 3
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 2 1/2d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
4 Basic Shot 1/2 +0 +0 Strike, +2 DC
3 Defensive Throw 1/2 +1 +1 Block, Target Falls
3 Basic Strike 1/2 +1 +0 4d6 Strike
12 Total Cost of Fighting Skills

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