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Elly May Robbeton Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 13 10 6 12-  
CON 13 10 3 12-  
INT 13 10 3 12-   PER Roll 12-
EGO 15 10 5 12-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 4 3 5
DCV 4 3 5
OMCV 3 3 0
DMCV 4 3 3
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3/7 2 1 3/7 PD (0/4 rPD)
ED 2/6 2 0 2/6 ED (0/4 rED)
REC 5 4 1
END 30 20 2
BODY 13 10 3
STUN 30 20 5
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 60 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
15 Psychological Complication: Black & White Morality (Common; Strong)
5 Psychological Complication: Narrow-minded (Uncommon; Moderate)
15 Shaken Faith: Failed Intervention Roll; Special (Uncommon; Instant; If Elly May attempts an Intervention roll and does not get at least 1 point of effect, she suffers 5 Stun and loses 5 END immediately)
15 Moral Outrage: Professional (Monsters Whose Victims Elly May Has Encountered; Rival is A Group; Seek to Harm or Kill Rival; Rival Unaware of Rivalry)
0 Social Complication: Southern Accent Infrequently, Minor, Not Limiting In Some Cultures
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Elly May Robbeton Killer Shrike
SKILLS
Cost  Name
3 Army Veteran
2 1) Combat Driving 12- (3 Active Points)
2 2) Fast Draw 12- (3 Active Points)
1 3) PS: Soldier (2 Active Points) 11-
1 4) TF: Large Motorized Ground Vehicles, Small Motorized Ground Vehicles, Wheeled Military Vehicles (2 Active Points) (2 Active Points)
2 5) Teamwork 12- (3 Active Points)
2 6) WF: Assault Rifles/LMGs, Axes, Maces, Hammers, and Picks, Clubs, Handguns, Rifles, Shotguns, Thrown Grenades, Unarmed Combat (3 Active Points)
9 7) +1 with All Attacks (10 Active Points)
3 Charm 12-
2 KS: Sunday School Learning 11-
2 PS: Hunter 11-
29 Total Skills Cost
PERKS
Cost  Name
0 Believer Pool (plus Character Creation Resource Points)
2 Equipment Pool (plus Character Creation Resource Points)
3 Vehicles Pool
1 Supernatural Hunter License
6 Total Perks Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
12 Heroic Recovery 3d6
12 Supernatural Resistance: 4
30 Total Talents Cost

Elly May Robbeton Killer Shrike
Believer Pool (18/18)
1) Intervention : 6d6, Intervention is Only Usable While In Good Standing With Faith (+0) (18 Active Points)
Notes: Real Cost: 18 points
0

Equipment Pool (43/45)
1) 10mm Glock 20 : Killing Attack - Ranged 2d6 (37 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 16 Charges (+1/4)
Notes: Real Cost: 10 Points
[16]
2) Hi-Power Pistol Sights : +2 versus Range Modifier for Sight Group (3 Active Points); OAF (Pistol Sights; -1)
Notes: Real Cost: 1 points
0
3) Hot-loaded Shotgun : Killing Attack - Ranged 2d6+1 (Reduced Negation (4)), Area Of Effect Accurate (1m Radius Explosion; +1/4), Increased Knockdown (x 2; +1/4) (64 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Cannot Use Targeting (-1/2), Real Weapon (-1/4), Extra Loud Boom (-1/4), 32m Max Range (-1/4), 8 clips of 4 Boostable Charges (-0)
Notes: 13 Points
[4 bc]
4) Hunting Rifle with basic 10x Scope : Killing Attack - Ranged 2d6, Half Range Modifier (+1/4) (37 Active Points); OAF (Rifle; -1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), 4 clips of 6 Charges (-1/4)
Notes: Real Cost: 9 points
[6]
5) Silver Bullets; 16 clips of 32 Charges (Silver Bullets; -0)
Notes: Real Cost: 1 point
[32]
6) Collapsible Baton : HA +2d6 (10 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Real Cost: 5 points
1
7) 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
8) Cell Phone - Reliable :
Notes: Real Cost: 1

Vehicle and Bases Pool (6/6)
1) Pickup Truck
Notes: Real Cost: 6 points

Elly May Robbeton Killer Shrike
APPEARANCE
Height:   5' 10" Hair:  Blonde
Weight:  160 lbs Eyes:  Blue
Elly May is a sturdy but still curvy woman. Strong and atheletic, she carries herself with confidence and vigor. She wears jeans and comfortable t-shirts more often than not, usually with very practical ass-kicking boots. She wears minimal makeup and rarely makes an effort at appearing "feminine"; nevertheless she is natually pretty and the kind of person who wakes up in the morning fresh-faced and wholesome. She does not look like a person who suffers fools gladly, and when she's got her mad on to kill some Monsters, look out.
BACKGROUND
Elly May is a rough and tumble southern tomboy who escaped the dim prospects of her trailer home upbringing by joining the Army right out of high school. Elly May excelled in the Army, where she was trained as a truck driver. She did a tour in Iraq and two more in Afghanistan, driving in supply convoys and eventually rising to the rank of sergeant. Some whithered under the hardships of back to back tours and the grueling nature of a seemingly endless war in two theatres, but Elly May thrived. Then fate took a hand.

Driving for yet another supply run through a desolate and rocky stretch of Afghanistan her convoy was ambushed in a narrow valley, but not by the usual insurgents. What seemed like outcroppings of rock slowly animated and pulled away from the walls of the ravine, and seven gargoyle-like creatures (though wingless) pounced upon the trucks of the convoy. Weighing several tons each and striking with astounding force the bizarre monsters quickly wrecked the large supply trucks and killed most of the soldiers. Elly May and a few other survivors escaped their vehicles in various ways, and rallied. Forming a wedge, the survivors fought a retreat backwards out of the ravine. The creatures did not pursue, and merged back into the rock walls, apparantly content to chase the soldiers out of their balliwick.

Elly May and the three other survivors were eventually rescued, but after relating their story to the higher ups the lot of them were remanded into the custody of some "special Intelligence unit" assholes. After being thoroughly debriefed (or interrogated, as you prefer), Elly May and one of the other survivors were reruited to join the unit in charge of their debriefing...which turned out to be a super-secret special joint command known only as Operation: Iso. Their job was to deal with "extra-ordinary exingencies disruptive of in-theater operations" in a tidy quiet and self-contained way...i.e.: take care of "monsters" and other such supernatual threats and contain knowledge of the existence of the supernatural. The unit's membership was comprised entirely of members of the armed forces who had survived a supernatural encounter, and afterwards were found to be psychologically stable and suitable to such operations.

Once getting over the initial shock of the existence of the supernatural, Elly May took to the work as part of Operation: Iso with gusto, participating in several nasty monster hunts including rooting out a cell of insurgents who happened to also be ghouls (or ghuls, as they were known locally). However, she eventually received news via the Red Cross that back in Birmingham, Alabama her father had been diagnosed with cancer and only had months to live. With her current tour coming to an end Elly May decided to leave the service and return to the States to spend time with her daddy. After he eventually passed Elly May spent some time greiving, but soon noticed odd things around Birmingham that did not seem quite right and reminded her all too well of the spoor of the ghouls she and her team had tracked during her time in Operation: Iso.

Following up on her suspicions Elly May soon uncovered a clutch of ghouls lurking outside of the city in and around the Washington Memorial Cemetary. Elly May stalked the ghouls and took them out one by one. Elly May and been told about Section M while in Operation: Iso, and she soon made contact. After her bonafides were established, they expedited her Hunters License and also paid her out a respectable bounty for her troubles. So, now Elly May is a card carrying Monter Hunter on the look out for her next mission. She works best as part of a unit, and hopes to find a group of like-minded Hunters to team up with, and she's willing to travel to join up with them.
PERSONALITY
Elly May is a pragmatic good ol' gurl, who does whatever she sets her mind too for good or ill. In that regards hunting monsters is not different than any other endeavor and needs doin more than most. And the money's better than working a cash register at Box-Mart...
QUOTE
"That aint' the way I remember it from Bible School, but let's get this thing killed and we can argue about it later."
TACTICS AND COMBAT NOTES
Elly May has creditable skills as a well-rounded front-line Hunter, is naturally somewhat resisant to Supernatural dangers, and can shake off or avoid some injury. She also, in times of extremis, prays to her personal Lord and savior, and is often answered in some way. Elly May carries multiple firearms and is proficient (though not expert) with all of them.
CAMPAIGN USE
Ellie May is a competent former soldier who also has a little extra edge via her simple but powerful faith.

Elly May Robbeton Killer Shrike
SPEED CHART DEX 13 SPD 3 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 5   
  BODY STUN END
MAXIMUM 13 30 30
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
+1 with All Attacks (10 Active Points)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 4 4
MENTAL 3 4
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 3d6 +/- 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
0 Total Cost of Fighting Skills

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