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Amani Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 8 10 -2 11-   HTH Damage 1 1/2d6 END [1]
DEX 10 10 0 11-  
CON 10 10 0 11-  
INT 13 10 3 12-   PER Roll 12-
EGO 15 10 5 12-  
PRE 15 10 5 12-   PRE Attack: 3d6
OCV 3 3 0
DCV 3 3 0
OMCV 3 3 0
DMCV 3 3 0
SPD 2 2.0 0 Phases: 6, 12
PD 2 2 0 2 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 4 4 0
END 35 20 3
BODY 10 10 0
STUN 20 20 0
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 14 Total Characteristics Points
Cost  Complication
10 Distinctive Features: Skin Has A Red Tint That Can Be Quite Distinct In Certain Lighting (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Supernatural Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses; Not Distinctive In Some Cultures)
10 Known Supernatural; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
10 Psychological Complication: Haughty and Aloof (Common; Moderate)
10 Vulnerability: 1 1/2 x BODY Silver Weapons (Common)
50 Total Complications Cost
Base Complications XP Total
125 50 0 124

Amani Killer Shrike
Cost  Name
3 All Arab American Djinn Girl Enhancer
0 1) CuK: Arab-American Djinn Subculture (1 Active Points) 11-
1 2) KS: Supernatural World (2 Active Points) 11-
1 3) Language: Arabic (fluent conversation; literate) (3 Active Points)
0 4) Language: English (completely fluent; literate) (4 Active Points)
1 PS: Hunter 8-
1 TF: Small Motorized Ground Vehicles
1 WF: Handguns
8 Total Skills Cost
Cost  Name
1 Contacts Pool (2)
2 Equipment Pool (10)
95 Innati Pool (120) (plus Character Creation Resource Points)
1 Supernatural Hunter License
3 Vehicles Pool (6)
102 Total Perks Cost

Amani Killer Shrike
Innati Pool (120/120), all slots Unified Power (Djinn Heritage; -1/4)
1) Djinn Flight : Flight 18m, Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Reduced END, No Gravity, No Turn Mode, Megascale; +3/4) (31 Active Points); Restrainable (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Leaves A Trail (-1/4)
Notes: Real Cost: 12
2) Djinn Invulnerability : Absorption 10 BODY (Variable, Variable), Characteristics (+1/2), Increased Maximum (x8 points) (+3/4), Varying Effect (+3/4), Absorption As A Defense (Resistant; +1) (40 Active Points)
Notes: Real Cost: 32
3) Djinn Heritage : Life Support (Eating: Character does not eat; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character does not sleep) (34 Active Points)
Notes: Real Cost: 27
4) Spirit of Fire : Killing Attack - Ranged 2d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points); Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Increased END; -1/2)
Notes: Real Cost: 34
5) Soulfire (adds to Spirit of Fire) : Killing Attack - Ranged 1 point, Variable Advantage (+1/2 Advantages; +1) (10 Active Points); Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Increased END; -1/2), Only To Increase Damage Of Spirit Of Fire; Same Variable Advantages And Variable Limitations Apply To Both (-1/2), 16 Boostable Charges which Recover every 1 Week (-1/4)
Notes: Real Cost: 4
[16 bc]
6) Supernatural Resilience : Regeneration (1 BODY per Week), Can Heal Limbs (7 Active Points); Does Not Work On Some Damage (Damage From Silver; -3/4), Perceivable (by Supernatural Awareness; -1/4)
Notes: Real Cost: 3
7) Supernatural Awareness : (10 Active Points)
Notes: Real Cost: 8

Equipment Pool (10/10)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) Ruger LCP .380 : Killing Attack - Ranged 1 1/2d6 (+2 to Conceal) (27 Active Points); OAF (-1), STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 2 clips of 8 Charges (-1/4), -1 Decreased STUN Multiplier (-1/4), No Knockdown (-1/4)
Notes: Real Cost: 7
3) Hi-Power Pistol Sights : +2 versus Range Modifier for Sight Group (3 Active Points); OAF (Pistol Sights; -1)
Notes: Real Cost: 1
4) Flashlight - Mini : (Provides Sufficient Illumination To See A 1 hex Area Within 5m)
Notes: Real Cost: 1

Vehicle Pool (6/6)
1) Small Sports Car : (Total: 6 Active Cost, 6 Real Cost) Vehicle (Real Cost: 6) 0

Contact Pool (2/2)
1) Contact: FBI Agent George Lynch (Contact cannot openly provide assistance, Contact has access to major institutions, Contact has useful Skills or resources) 8-
Notes: Real Cost: 2

Amani Killer Shrike
Height:   5' 1" Hair:  Black
Weight:  98 lbs Eyes:  Blue
Amani is a startingly attractive petite woman with alluring (and uncommon) blue eyes, and skin that is definitely a bit reddish...particularly in the light of the rising and setting sun. She sometimes adopts traditional Muslim woman's attire, but more typically dresses in fancy, somewhat old-fashioned, and distinctively unusual layered clothing. She seems to have a fondness for lace and embroidery in either all white or all black depending on her mood.
Amani is of an ancient community of djinns who have lived amongst Arabic peoples for millennia, hiding and intermingling as the times have dictated. Innately supernatural, the djinn have become subject to the Supernatural Accords in modern times, and though few of the nations of the Middle East are signatories of the Accords, Amani is a member of a community of around 200 djinn that were permitted to migrate to England for "services rendered" after World War II. The group collectively is a signatory of the Accords under the moniker of Furat Ain Djinn. A subset eventually branched off into the US during the 1970's, and thus Amani came to be born American.

The Furat Ain Djinn are a proud people who take their oaths to abide by the Accords quite seriously, and are morally opposed to the malignant Supernaturals the Accords are meant to oppose. But tragically, Amani's older sister Daliyah did not heed the warnings of the government officials or of her parents or of the Furat Ain Djinn elders, and rebeled against them all in equal measure. Leaving home for college Daliyah became in turns, a vocal anti-Muslim anti-US anti-war womens lib burkha burning feminist. Aside from the to be expected family drama, this would have been inconsequential in the bigger scheme of things, but Daliyah also became involved with a radical group of student activists who protested the ongoing war effort by wrecking several regional military recruiting offices. Daliyah revealed her true nature to her cell and used her powers to facilitate escalating arsonry by burning down a couple of more offices. The ensuing arson investigations could not offer a mundane explanation for the source of the flames and the situation was flagged by a Section M analyst as a possible supernatural incident. In due course a team of Hunters in the area got involved and pretty handilly set a trap for the arsonists at a recruiting office that had not yet been attacked.

In the ensuing confrontation, the Hunters neutralized most of the students without causing permanent damage, but Daliyah and the leader of the group, a charismatic young man named Craig, fought their way clear. Daliyah and Craig, whom she was romantically involved with by this point, fled the state and Daliyah took him to her family's home thinking that they would find sanctuary among her community of fellow djinns. She was wrong. The Hunters pursued the two of them, but needn't have bothered. Upon her homecoming, Daliyah apprised her father of the situation and begged for sanctuary, but to her (and Craig's) considerable surprise Daliyah's own father struck her down with a furious blow and notified Section M to come take her immediately. She had shamed the family, but also put all of the American Furat Ain Djinn's lives in danger of being Sanctioned, and it could not be tolerated.

Though still a teenager, Amani was aghast at the peril her headstrong, willful, disobedient sister's actions had placed her community in. A dutiful and honorable daughter, Amani was deeply affected and made a personal vow to make reparations for Daliyah's dalliance with violating the Accords. When she reached her majority, she set out to do just that and began the process of qualifying for a Supernatural Hunters License from Section M. Due to her nature and the past history of her sister Amani had a difficult time of it, and further her mother and father were initially not pleased though her father was swayed by Amani's speech about restoring the family honor.

But despite the initial difficulties the Section M liason eventually assigned to the case, Agent George Lynch, took a liking to Amani and not only approved her request but even went so far as to put her in touch with a couple of other green Hunters in the region. Agent Lynch also, unofficially and off the clock, spent some time training Amani in basic marksmanship and helped her acquire a new Ruger ACP so that she has an offensive option other than using her rather overt ability to shoot fire. However, despite this auspicious beginning only time will tell if Amani truly has what it takes to be a Hunter.
Amani is serious, earnest, forthright, almost compulsively honest, and plays by the rules. A straight arrow all the way, she has a certain kind of naivety stemming from a lack of understanding for why other people opt not to do what is expected of them and follow the rules as given. She is determined to demonstrate that her sister's foolish actions were an anomaly and that her people can be trusted.
"Yes, it is true that I am not entirely human, but my people have lived in harmony amongst yours for millenia. You need not fear my powers; for I will use them to aid our shared cause and never to harm you."
Amani is of a people with djinn heritage, hidden and intermixed amongst more mundane normals of Arabian descent. She has a number of innately superhuman abilities stemming from this heritage including a supernatural biology that lacks the need for sustenance, rest, or oxygen. More spectacularly she can project supernatural flames, the ability to temporarily ignore and absorb dynamic forces (including kinetic energy) when attacked or harmed, and even the ability to fly.

As most of Amani's abilities are extremely overt, she is forced to practice exceptional self-restraint to restrict her usage of them to avoid violating the Accords. However, when she is able to use them it can be quite impressive. In a dangerous encounter, she will always try to move the confrontation into a confined or occluded area where she can safely use her powers without fear of being observed by any normals or security cameras. In extremis, Amani can project pure heat without visible flames (using Variable Advantage for IPE) but this tires her quickly (as she can't allocate Variable Advantage for Reduced Endurance) so she'll wait for a good shot rather than wasting effort with a barrage.
Amani is an innately superhuman Hunter with abilities that are considered to be extreme within the setting of Here There By Monsters, such as flight and fire projection.

Amani Killer Shrike
SPEED CHART DEX 10 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
MAXIMUM 10 20 35
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
Flight 18m [36m NC]
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 (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

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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