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 All   Profile   Abilities   Vocations   Milestones   Notes 

Sabrina

Distinctions

d8
or
d4 (+1 PP)
Reluctant Monster Hunter
Haunted By Many Futures
Deja Vu All Over Again

Tier

Competent
d6

Plot Points

1

Aptitudes

Violence
d4
Finesse
d4
Smarts
d4
Psyche
d6
Awareness
d6

Vocations

Connected
d8
Monster Hunter
d4
 
 
 
Sabrina

Stress

Body

Ego

Assets

Credentials: d6

FBI Consultant credentials

9mm Pistol: d6

Purse sized

Ability Sets

Sexy Psychic Seeress

Psychogenic: d8
Persuasion: d6
Precognition: d8
Mindbar: d6
Senses: d8
Willpower: d6

SFX: Precognitive Vigilance: If you are adding this Ability Sets' Precognition trait to a reaction dice pool you may also include this Ability Set's Senses trait. If you fail your roll you may spend one (1) Plot Point to reroll all the dice from the failed roll; the second result must be taken if you do this.

Limit: Uncontrolled Visions: Your Precognition is not entirely under your control; it can still be used for its various other functions (to make intuitive 'guesses', on reactions to avoid harm, to emulate Luck, to create Assets and Complications, etc), but detailed knowledge of the future in the form of visions or out of body experiences is initiated by the GM (to be used as a plot device or narrative foreshadowing tool).

Limit: Psychically Sensitive: Sometimes your psychic sensitivity can become overloaded, causing you to be distracted or to suffer headaches, or otherwise be inconvenienced. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Supernatural Snafu: Your Psychogenic attacks only work versus targets with supernatural senses. On the plus side, it is undetectable to those who lack such senses.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Vocations

Connected [  ][  ]

The Connected Vocation allows the following special Exploits:

  • Exploit: With access to one or more contacts and opportunity, during a Transition Scene you may acquire an appropriate d8 Asset of some kind (GM's discretion applies); you can give this Asset to someone else to use.
  • Exploit: With access and opportunity, if you are able to get in touch with a contact you may call in a favor of some kind (GM's discretion applies).
  • Exploit: Spend a Transition Scene to gain a d6 Tier minion or up to three d4 Tier minions for use in the next Action Scene (GM's discretion applies).

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.

Milestones

Driven By Visions

Sometimes your visions are portentious warnings, sometimes they show what might be or must not be allowed to be, and other times they play out so lucidly they seem more like memories of actual events that just haven't happened yet. You can usually tell the difference...usually...and you have learned the hard way to never ever ignore them. You are not a deceitful person by nature, but your visions are not great respecters of societal niceties and sometimes you have to say whatever is necessary to bring a desired outcome to pass.

Goal
Reward

The first time in a session when you tell a lie to or manipulate someone in pursuit of one of your visions.

+1 Plot Point

The first time in a session when something from one of your visions that you told at least one ally about comes to pass.

+1 Plot Point

When you wrangle and herd a gang of Hunters towards the successful completion of a supernatural hunt stemming from one of your visions.

gain two (2) Advances, then retire this Milestone Set and choose another one

Hunter Den Mother

You have become a defacto organizer and matchmaker of sorts for a rag tag network of mostly loner Hunters that you call upon for assistance as your visions guide you. It is also not uncommon for you to see some new face in a vision who turns out to be a new ally in the near future. And in return, you are one of the first calls such people tend to make when they get in over their head and need some assistance.

Goal
Reward

The first time in a session when a Hunter who was not present in the previous session enters a Scene and has a meaningful interaction with you.

+2 Plot Point

The first time in a session when you are able to leverage a connection to make progress pursuing one of your visions.

gain a Exploit invocation, remove the highest die from the doom pool

When a Hunter you roped into helping pursue one of your visions takes d10 or higher Trauma in the line of duty, you suffer d6 Ego Trauma.

gain two (2) Advances, then retire this Milestone Set and choose another one

 

Sabrina is the sensitive of whatever Hunter team she is working with, the eyes and ears which guide and can give warning. She sees herself rightly as the one to stay alert, to watch the surroundings for clues and hints of danger. She is the one who will see the full truth that is usually clouded from the minds of most mortals. She avoids combat but does usually carry a pistol, and has an instinctive precience that allows her to avoid harm more often than not.

Sabrina's psychic potential is vast, and she has not yet even scratched the surface of what she can do. Her power is such that even when she isn't using her abilities she is clearly and obviously strongly psychic to any that can sense the Supernatural. Those who can sense her aura tend to be wary, as her precognitive abilities make it difficult to predict what she is capable of.