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Evie Rast Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 13 10 3 12-   HTH Damage 2 1/2d6 END [1]
DEX 10 10 0 11-  
CON 10 10 0 11-  
INT 13 10 3 12-   PER Roll 12-
EGO 10 10 0 11-  
PRE 13 10 3 12-   PRE Attack: 2 1/2d6
OCV 4 3 5
DCV 4 3 5
OMCV 2 3 -3
DMCV 4 3 3
SPD 2 2.0 0 Phases: 6, 12
PD 3/10 2 1 3/10 PD (0/7 rPD)
ED 3/10 2 1 3/10 ED (0/7 rED)
REC 5 4 1
END 30 20 2
BODY 10 10 0
STUN 20 20 0
Running 12m 12 0
Swimming 4m 4 0
Leaping 4m 4 0 24 Total Characteristics Points
Cost  Complication
10 Distinctive Features: Aura of Faith (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses; Not Distinctive In Some Cultures)
5 Distinctive Features: Marked For Greatness (Not Concealable; Noticed and Recognizable; Detectable Only By Specialized Magic Or Major Effort (make Supernatural Awareness roll by 5 or more))
15 Psychological Complication: Outlook And Actions Are Guided By Wiccan Faith (Common; Strong)
10 Social Complication: Off The Grid Very Frequently, Minor, Not Limiting In Some Cultures
10 Weirdness Magnet: Whereever she goes, if there is any kind of weirdness in the vicinity Evie invariably gets involved in it somehow
50 Total Complications Cost
Base Complications XP Total
125 50 0 125

Evie Rast Killer Shrike
Cost  Name
3 +1 with Athame
1 WF: Blades
3 Wily Wiccan Enhancer
1 1) KS: Mystic Lore 10-
1 2) KS: Supernatural World 10-
2 3) KS: Wiccan Lore 12-
1 4) PS: Hunter 10-
2 5) Persuasion 12-
2 6) Streetwise 12-
16 Total Skills Cost
Cost  Name
70 Believer Pool (95) (plus Character Creation Resource Points)
1 Equipment Pool (5)
3 Vehicles Pool
1 Supernatural Hunter License
75 Total Perks Cost
Cost  Name
10 Supernatural Awareness
10 Total Talents Cost

Evie Rast Killer Shrike
Believer Pool (55/95)
1) Blessing Of The Triple-Goddess : Resistant Protection (5 PD/5 ED) (Impermeable) (15 Active Points); Only While In Good Standing With Faith (-1/4), Requires A Roll (14- roll; Must be made each Phase/use; -1/4)
Notes: Real Cost: 10
2) Weft : Heroic Resilience: 20 (20 Active Points); Only While In Good Standing With Faith (-1/4)
Notes: Real Cost: 16
A character with this ability is harder to get rid of than appearances might suggest. Each level of Heroic Resilience is equivalent to a level of Physical Damage Mitigation, usable once per day. The character may chose to use levels of Heroic Resilience against an attack after they have been hit and before damage is resolved. The SFX of each usage is left to narrative resoltion as suits the situation.
3) Weave : Luck Dice (3d6) (15 Active Points); Only While In Good Standing With Faith (-1/4)
Notes: Real Cost: 12
At the beginning of each session or when otherwise indicated by the GM, a player rolls their character's Luck dice and totals the die roll. This total serves as a pool of points which the player can later use throughout the session to modify any standard 3d6 resolution roll made by their character up or down by one point per point of luck spent; thus to modify a 3d6 skill roll of 12 to an 8 would cost 4 Luck points. A player cannot effect other characters directly with this form of Luck; thus a player couldn't make it more difficult for an opponent to hit their character by modifying that character's attack roll, but they could opt to block or dive for cover and use their character's luck to modify their own 3d6 roll to successfully block or dive out of the way.
4) Anathemic Athame : (Total: 43 Active Cost, 17 Real Cost)
  • Three-fold Returns: NPA: Variable SFX vs. Vulnerability / Susceptibility / Regeneration Blocker (+1/4) for up to 61 Active Points of Athame Blade Powers, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; When Attacking A Mystic Target With A Athame Blade Ability, If Detect Mystic Vulnerability Succeeds, Variable SFX Is Set Appropriately; +3/4) (34 Active Points); OAF (Athame; -1), Only While In Good Standing With Faith (-1/4) (Real Cost: 15) plus
  • Mystic Skeins: Detect Vulnerability / Susceptibility / Regeneration Blocker A Class Of Things 13- (Unusual Group) (9 Active Points); Only For Trigger Usage (-2), OAF (Athame; -1), Only While In Good Standing With Faith (-1/4), Only vs Supernatural Targets (-1/4) (Real Cost: 2)
    Notes: Real Cost: 17
    When either Cut or Throw are used against supernatural characters with a Vulnerability, Susceptibility, or Regeneration, roll to see if "Mystic Skeins" detects the target's weakness. If successful the attack is considered to be whatever the weakness is against. Thus if used against a target with Regneration that cannot heal Burn damage the attack's damage would be considered Burn damage; if used against a target that takes x2 damage from Silver the attack's damage would be considered silver damage, etc.
Athame - Believer Pool (40/95) : Multipower, 61-point reserve, (61 Active Points); all slots OAF (Personal Focus; Athame; -1), Only While In Good Standing With Faith (-1/4)
Notes: Real Cost: 40 (slots included)
1) Cut : (Total: 60 Active Cost, 23 Real Cost)
  • Athame Blade: Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR) (Reduced Negation (5)), Reduced Endurance (1/2 END; +1/4) (44 Active Points); STR Minimum 8 (-1/4), Real Weapon (-1/4) (Real Cost: 16) plus
  • Athame Spirit-blade: Affects Desolidified Mystical Desolidification (+1/4) for up to 44 Active Points of Athame Blade, Reduced Endurance (0 END; +1/2) (16 Active Points) (Real Cost: 16)
    Notes: Real Cost: 2
2) Throw : (Total: 61 Active Cost, 17 Real Cost)
  • Thrown Athame Blade: Killing Attack - Hand-To-Hand 1d6+1 (Reduced Negation (5)), Ranged (+1/2) (45 Active Points); 1 Recoverable Charge (-1 1/4), Lockout (-1/2), STR Minimum 8 (-1/4), Real Weapon (-1/4) (Real Cost: 10) plus
  • Thrown Athame Spirit-blade: Affects Desolidified Mystical Desolidification (+1/4) for up to 45 Active Points of Athame Blade, Reduced Endurance (0 END; +1/2) (16 Active Points) (Real Cost: 16)
    Notes: Real Cost: 2
[1 rc]
3) Disrupt : Dispel 13d6+1, Mystical Powers (+1/2) (60 Active Points); Limited Range (10m; -1/4)
Notes: Real Cost: 2
4) Deflect : Deflection, +10 OCV, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Ranged Mystical Powers Only (-1)
Notes: Real Cost: 1
5) Wind : Blast 7d6, Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Mystic Desolid, IPE: Sight & Hearing (Visibile to Supernatural Awareness), Reduced Endurance, AoE: 1 hex Accurate); +3/4) (61 Active Points)
Notes: Real Cost: 3
6) Shield : Barrier 5 PD/5 ED/5 Mental Defense/5 Power Defense, 3 BODY (up to 4m long, 2m tall, and 1m thick), Invisible Power Effects (Inobvious to Sight and Hearing; +1/2) (61 Active Points)
Notes: Real Cost: 3

Equipment Pool (5/5)
1) Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
Notes: Real Cost: 2
2) Sturdy Jacket : (2 PD/2 ED) (6 Active Points); Torso Coverage (-1 1/2), IIF (-1/4), Real Armor (-1/4), No Mass (-0)
Notes: Real Cost: 2 points
3) Cell Phone - Reliable :
Notes: Real Cost: 1

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

Evie Rast Killer Shrike
Height:   5' 11" Hair:  Blonde
Weight:  135 lbs Eyes:  Dark Brown
Evie is a young woman in her early 20's. Despite being somewhat pretty by nature, she dresses in street clothes, favoring loose shapeless garments that are durable enough to survive life on the road, and she makes no attempt at make up or hair arrangement. She does not care about material things, and tends to slouch. Basically, she gives the appearance of being a slacker.
Born and raised in a suburb of Milwaukee, Evie Rast had a fairly typical and normal lower middle class existence until her teens, when she became interested in alternative belief systems. After some experimentation she secretly joined a Wiccan group, and at 17 left home to live with several of her "friends" from the group. However, unlike most of her peer co-religionists, Evie's dedication and belief were deep, genuine, and powerful. As she became more vested in her faith, she became able to influence the world around her in subtle ways, which further encouraged and strengthened her belief.

Soon she came to the attention of an older Wiccan active in the Milwaukee area who called himself Alexy Gardin, and his lover Doreen LeLand. Alexy and Doreen claimed that Evie was special and revealed further mysteries to her. Evie soon moved into a spare room in the couple's apartment and joined their household. After many months of preparation, Alexy and Doreen guided Evie in a ritual of induction. Evie entered a deep vision trance in which the universe seemed to open up to her and she awakened to full awareness of the Supernatural. At the culmination of the ritual while still in her trance Evie was presented with a athame (a ceremonial dagger), a wand, a pentacle, incense, and a chalice; when she came back to consciousness her hand grasped the athame.

Alexy was surpised by this outcome, but informed Evie that this indicated that the first path she must walk is that of Air and of conflict. She must be a champion of truth and a bulwark against the darkness. Evie spent several more months learning what that might mean, and learned how to focus and channel her burgeoning faith through an athame in suprisingly aggressive ways. Alexy and Doreen displayed a knowledge and mastery of Wiccan magic and lore as well as broader supernatural concepts that was unimaginably vast. Finally after a full year had passed from their selection of Evie it was revealed to her that both Alexy and Doreen are quite a bit older than they appear and that their role in life is to travel looking for new adepts with the spark of destiny who are ready to be inducted into the mysteries of the old ways.

Alexy deemed Evie "ready to begin" her "journey" and bade her to go forth, travel, and seek out "those who hunt" as they are "fellow walkers along your path". The next morning, Alexy and Doreen were gone. A note was left on the kitchen table that said simply "Go. Seek. We wil find you when you are again ready.".

Evie was initially distraught, but this only lasted for a few minutes, and she quickly found her center once again. Packing her own meager belongings she set out herself, and let chance carry her to adventure. It wasn't long before she encountered her first supernatural threat in a nowheresville between Milwaukee and Des Moines, and also her first Hunters...a pair of grim road warriors known as the Carson brothers. She helped them destroy a vetala, a spirit strong enough to possess and animate corpses and invest them with unnatural powers. The Carson brothers let her travel with them for a few more Hunts, and she thus learned about Hunting and was sponsored by the brothers to become a licenced Hunter.

However the Carson brothers eventually got a lead that would take them back to Milwaukee, and Evie felt that it was wrong for her journey to double back so soon. She wished to continue heading west, and thus they parted ways amicably. The last couple of bounty payments hadn't been received yet, so the younger Carson gave her the keys to his old Jeep in lieu of her shares, as he planned to buy a newer one with his bounty proceeds. That worked fine for Evie; she needed a ride today more than she needed some money in a few days.

After that Evie wandered west, occasionally meeting other Hunters, sometimes Hunting smaller threats on her own. With each step her confidence and faith increase, and though she knows not where her journey will ultimately take her, she is confident that she is on the right path.
Evie is a serious, determined, and self contained person. She speaks as little as possible, prefering to observe. But she can be quite persuasive when she wants to be with a gift for mixing tautologies, thought-ending cliches, axioms, and aphorisms together so fluidly that weaker minds simple concede agreement.

Evie has seen a glimpse of something that lies beyond, filtered through her belief system, and in addition to it opening her inner eye to the true nature of reality it has granted her a certain detachment and peace of mind. She seeks out supernatural threats not because she has a particular agenda, but rather because she believe that somehow it is necessary to prepare her for whatever comes next in her ascension. She is completely confident that one day, when she is ready, the two Masters calling themselves Alexy and Doreen will reappear and induct her into further mysteries. She does not speak of this, or much else, but her certainty in this is unshakeable.

Thus, she walks her path and does not complain.
"Do not be so sure that what you see is all there is to see, or that what you know is all there is to know. Even in truth, there remains mystery."
Evie is a theistic occultist, working a limited form of magic through the lens of her Wiccan belief system. With further development she might become more learned in pure mystical forces and either supplement or replace her faith based "workings".

Currently, Evie focuses most of her ability through an athame, a kind of ceremonial dagger. In her hands, while her faith remains strong, her athame is a supernaturally significant weapon, able to injure even very durable supernaturals. Further she can focus her faith sufficiently to disrupt and deflect mystical effects. She can also project a protective bulwark, and faith based energies at range.

In addition to these abilities, Evie seems to benefit from some measure of protection from harm, and retains her original ability to affect subtle changes in the world around her via belief alone (Luck).
Evie is an example of theistic "occultists" who combine some conception of magic with religion. Her abilities are right up against the allowable edge between what can be taken in a Believer Pool vs a Mystic Pool. If she started developing "magic" that did not depend upon her belief, it would require her to unlock a Mystic Pool and start developing in that direction. It would be a simple matter to convert her Luck into Spellbinding Channeling dice and morph her into a Hermetic Spellbinder in addition to her Wiccan abilities, for instance.

She's quite capable, and provides a solid base for a starting character with a lot of growth potential.

Evie Rast Killer Shrike
SPEED CHART DEX 10 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
NONRESISTANT 3/10 3/10 0 0
RESISTANT 0/7 0/7    
MAXIMUM 10 20 30
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
+1 with Athame
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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