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Cordelia Voss Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 8 10 -2 11-   HTH Damage 1 1/2d6 END [1]
DEX 8 10 -4 11-  
CON 10 10 0 11-  
INT 13 10 3 12-   PER Roll 12-
EGO 13 10 3 12-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
OCV 3 3 0
DCV 4 3 5
OMCV 3 3 0
DMCV 4 3 3
SPD 3 2.0 10 Phases: 4, 8, 12
PD 3/6 2 1 3/6 PD (0/3 rPD)
ED 3/6 2 1 3/6 ED (0/3 rED)
REC 5 4 1
END 40 20 4
BODY 10 10 0
STUN 30 20 5
Running 12m 12 0
Swimming 2m 4 -1
Leaping 2m 4 -1 31 Total Characteristics Points
Cost  Complication
15 Accidental Change to Prevailing Emotional State Of Others Nearby: Strong Emotions Nearby (Uncommon), go 11-, recover 11-
10 Anathema: Crowds of People; Incompetence: -1 to Skill Rolls (Common; Instant; Cordelia suffers -1 to all 3d6 resolutions when in or near a crowd (8 or more people))
5 Distinctive Features: Marked By Old Magic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
5 Distinctive Features: Psychic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
10 Social Complication: Semi-detached from reality Frequently, Minor
5 Social Complication: Sheltered Upbringing...Doesn't Fit In Frequently, Minor, Not Limiting In Some Cultures
50 Total Complications Cost
Base Complications XP Total
125 50 0 125

Cordelia Voss Killer Shrike
Cost  Name
4 +2 with Ghost Friends (TK)
3 Charm 12-
1 KS: Supernatural World 8-
1 TF: Small Motorized Ground Vehicles
9 Total Skills Cost
Cost  Name
2 Ghostly Scion : Positive Reputation: Someone To Be Protected (Ghosts) 14-, +2/+2d6
1 Old Money : Money: Well Off
1 Equipment Pool (5)
50 Mystic Pool (50)
5 Mystic Pool Unlock (Psychic Origin)
17 Psychic Pool (plus Character Creation Resource Points)
3 Vehicle Pool (6)
79 Total Perks Cost
Cost  Name
6 Combat Luck (3 PD/3 ED)
6 Total Talents Cost

Cordelia Voss Killer Shrike
Psychic (42/42), all slots Unified Power (-1/4)
1) Emotional Forewarning : Danger Sense (general area, out of combat, Discriminatory, Function as a Sense) (39 Active Points); Only Works Against People Who Are Feeling An Emotion (-1) 14-
Notes: Real Cost: 17
2) Emotional Radar : Detect Emotions and Lies 14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (44 Active Points); Always On (-1/2)
Notes: Real Cost: 25

Mystic Pool (50/50), all slots IIF (Ghost Ring of Awareness; -1/4)
1) Ghost Friends : Telekinesis (20 STR), Fine Manipulation, Affects Desolidified Astral Desolidification (+1/4), Invisible Power Effects (Inobvious to [two Sense Groups]; +1/2) (70 Active Points); Extra Time (Full Phase, Delayed Phase (This Power Activates At Half DEX, And Can Be Interupted If Cordelia is Staggered Or Knocked Out During The Delay), -3/4), Not Entirely Under Control (The GM can use Cordelia's TK to take actions on behalf of her "ghost friends" that cause Cordelia to get involved in events.; -1/2), Limited Range (-1/4)
Notes: Real Cost: 25
2) Ghostly Protection : Resistant Protection (3 PD/3 ED/3 Power Defense) (Impermeable), Impenetrable (+1/4) (19 Active Points); Requires A Roll (13- roll; Must be made each Phase/use; -1/2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 9
3) Ghost Ring of Awareness : Detect Supernatural 12- (Sight Group), Discriminatory, Perceive into Astral Plane (18 Active Points); Perceivable (Those With Supernatural Awareness Can Detect This Ability Being Used If Its "On"; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
Notes: Real Cost: 10
4) Ghostly Assistance : Lucky Clue: 1 (Cordelia's player can demand that the GM provide them with one solid clue or lead once per session, sufficient to allow Cordelia (and her allies) to move on to the next scene. The proferred clue takes the form of a little ghostly deus ex machina; her ghostly friends show, lead or tell Cordelia what she needs to know to move forward.) (8 Active Points)
Notes: Real Cost: 6

Equipment Pool (5/5)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
Notes: Real Cost: 2
3) Quirky Wardrobe : +1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); IAF (-1/2)
Notes: Real Cost: 2

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

Cordelia Voss Killer Shrike
Height:   5' 9" Hair:  Strawberry Blonde
Weight:  130 lbs Eyes:  Green
Cordilia doesn't waste time with make-up or shopping for trendy clothing, prefering her own quirky and individualized style. She is a natural beauty, with long strawberry blond hair (which you better not say is red) and stunning green eyes.
Inheritor of a dark and mystic legacy, and cursed by a pyschic talent for empathy...Cordelia never had a chance at normal.

Her teen years were a blur of confused emotions and mental instability, unaware of her psychic nature, unable to control it, and surrounded by people who even when well meaning could not hope to help and often only made the problem worse, bombarding Cordelia with emotions and adding to her confusion. Cordelia was prone to meltdowns and public disturbances; some requiring police intervention.

But Cordelia's family had once held bushels of money, and her and her mother were the sole living scions and thus beneficiaries of a sizeable remaining chunk of change. And where there is money, there is special consideration. Thus rather than juvenile detention or jail or the street, Cordelia spent much time on the couches, settees, divans, and lounge chairs of a long string of counselors, psychologists, and psychiatrists. When head shrinking didn't work, they tried meds. When that didn't work, they tried more meds. This iterated a few times.

Cordelia likely would have spent most of her life in a medicated state, but when she was 26 her mother died, and creditors appeared out of the wood works. In the aftermath, Cordelia no longer had the money for expensive therapy and prescription drugs on demand. She was left with a small trust fund sufficient to get by on if frugal, her clothes and personal effects, and some family heirlooms...including a ring that had once belonged to Cordelia's grandmother that she had always coveted but that her mother had forbidden her to touch or wear. So, of course, putting it on was just about the first thing Cordelia did once it was in her possession.

This proved to be both a blessing and a curse. The ring is no mere mundane trinket, but a powerful and ancient artifact with a long history intertwined with Cordelia's ancestry. The ring ties Cordelia to an ages old pact with otherworldly forces, granting her the protection and assistance of ghosts. Some may have been driven crazy by the ensuing ghostly visitations and interference in their life by shades of people long dead that others can not see...but Cordelia was a weathered survivor of the no-mans land between sane and insane. She not only managed to deal with this new reality, it actually helped her to master her own empathic abilities...though perhaps improvement in that area was more due to no longer being doped to the gills.

Now Cordelia has a different kind of life...decidedly not "normal"...but not without its up moments. Some of the ghosts who watch over Cordelia urge her to get involved in various unusual undertakings such as helping the recently departed to settle matters left behind like avenging their murders or putting things right for a loved one, as well as more general supernatural affairs...and they sometimes even take steps to involve her if need be.
Cordelia is a solitary person, and can become bombarded by too many emotions when around crowds. Due to her unusual childhood, detachment from normal people, and more recent ghostly experiences she often seems otherworldly and not-quite-sane. Despite all that, Cordelia has a good soul and usually tries to do the right her own way.
"Stop staring; I don't like how looking at me makes you feel..."
Cordelia is a psychic empath, able to feel and differentiate the emotions of people around her, even if she cannot see them directly. This is a passive ability, always on, and it is sensitive enough to act as a sort of danger sense vs actions initiated by people feeling strong emotions in her vicinity.

Additionally, Cordelia is the inheritor of a mystical ring that imbues her with an ancient mantle of power which grants great affinity with the Astral plane and the ghosts trapped within it. In addition to supernatural awareness and the ability to see ghostly emanations, it also allows her to...not control ghosts per se...but rather to strongly encourage some ghosts that she has befriended to act on her behalf, and to protect her from harm.

In both cases, it remains to be seen if Cordelia can develop either her empathy or her ghostly affinity.
As an empath, Cordilia can sense others' emotions. She often comments on how much a person's stated feelings differ from their actual feelings. Though not a mind reader, she is an accurate lie-detector, and can sense people from a distance. The stronger a person's emotions, the farther off Cordelia can feel them.

As Cordelia grows more confident, greater challenges seem to come her way...almost as if her ghostly protectors have some greater plan in mind for her.

Cordelia Voss Killer Shrike
SPEED CHART DEX 8 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
NONRESISTANT 3/6 3/6 0 3
RESISTANT 0/3 0/3    
MAXIMUM 10 30 40
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
+2 with Ghost Friends (TK)
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 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
0 Total Cost of Fighting Skills

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