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Moralynn 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 8 10 -2 11-  
INT 8 10 -2 11-   PER Roll 11-
EGO 20 10 10 13-  
PRE 20 10 10 13-   PRE Attack: 4d6
           
OCV 2 3 -5
DCV 2 3 -5
OMCV 5 3 6
DMCV 5 3 6
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 5 4 1
END 20 20 0
BODY 10 10 0
STUN 20 20 0
           
Running 12m 12 0
Swimming 2m 4 -1
Leaping 2m 4 -1 11 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Distinctive Features: Supernatural Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses; Not Distinctive In Some Cultures)
20 Physical Complication: Compelled By Fate To Engage In Supernatural Events (Frequently; Greatly Impairing)
10 Psychological Complication: Lack Of Empathy For Others (Common; Moderate)
10 Supernatural Being: The Feds Infrequently (Mo Pow; NCI; Watching)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Moralynn Killer Shrike
SKILLS
Cost  Name
3 +1 with Pistols
3 Charm 13-
3 KS: Supernatural World 11-
1 TF: Small Motorized Ground Vehicles
1 WF: Handguns
11 Total Skills Cost
PERKS
Cost  Name
2 Equipment Pool (10)
80 Innatus Pool (105) (plus Character Creation Resource Points)
1 Permits: Supernatural Hunter License
3 Positive Reputation: Nexus (Those With Supernatural Awareness) 14-, +3/+3d6
1 Supernatural Hunter License
3 Vehicles Pool (6)
90 Total Perks Cost
TALENTS
Cost  Name
3 +1/+1d6 Striking Appearance (vs. all characters)
10 Supernatural Awareness
13 Total Talents Cost

Moralynn Killer Shrike
Innati Pool (105/105)
1) Cannot Be Killed Or Maimed : Duplication (creates 2500 125-point Duplicates), 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 Moralynn Would Be Killed Or Permanently Maimed Or Otherwise Messed Up The Current Duplicate Is Replaced With A New One Mechanically; From A SFX Perspective The Attack That Caused This To Happen Simply Appears To Have Had No Effect; +3/4), Switch Between Duplicates Is Invisible (+3/4) (212 Active Points); No Conscious Control (-2), One Active Character At A Time (-2), Perceivable (Supernatural Awareness; -1/4)
Notes: Real Cost: 40
0
2) Eye Bite : Mental Blast 2d6+1 (Human class of minds) (23 Active Points); Eye Contact Required (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4)
Notes: Real Cost: 10
2
3) Bend Others To Fate : Mind Control 5d6 (Human and Additional Class of Minds (Supernatural Entities) classes of minds), Invisible Power Effects (Invisible to Mental Group; +1/4), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Cumulative (60 points; +3/4) (82 Active Points); Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)
Notes: Real Cost: 55
0

Equipment Pool (10/10)
1) Cell Phone - Reliable :
Notes: Real Cost: 1
2) 9mm Colt Automatic : Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 2 clips of 8 Charges (-1/4)
Notes: Real Cost: 9 Points
[8]

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

Moralynn Killer Shrike
APPEARANCE
Height:   5' 3" Hair:  Black
Weight:  103 lbs Eyes:  Dark Brown
An enchantingly beautiful woman of unusual appearance, Moralynn dresses all in black and tends to be thought of as "looking goth". She never smiles per se, but almost always has a bemused look upon her face or baring that a sort of sly smirk, and her eyebrows can express volumes.
BACKGROUND
Moralynn is enigmatic, and makes no effort to explain herself to others. Even from a young age Moralynn never felt normal, but nevertheless there was nothing outwardly abnormal about her birth or rearing in Pasadena, Ca. Growing up, Moralynn had an aversion to the "mainstream" and an equally strong interest in outsider ideas and cliques. In 8th grade she started to dabble a bit in wiccanism and gothic sensibilities with a few "friends", but at some level it was unsatisfying and Moralynn always somehow knew that there was a deeper truth lurking at the edges of her awareness.

As Moralynn moved through her teen years, those edges of her awareness became sharper, and her perceptions into what lays beyond became ever deeper. She began to notice a sort of alternate reality superimposed over the mundane...strange auras and hints of supernatural beings...but things from this other aspect of reality began to notice her too. When she was 17, Moralynn was kidnapped by a diabolic coven who recognized her innate power and sought to gain favor with their dark masters by ritually sacrificing Moralynn.

Much to their surprise, despite their best efforts they could not kill the girl. She survived several attempts to take her life, including some pretty imaginative approaches. Before they could try further, a group of Hunters who had been tracking the cult raided the coven and shot the place up. Moralynn was freed, but her supernatural nature was apparant to a Wizard on the team of Hunters named Marc Jefferies. Moralynn chose to abandon her old life, allowing her mother and so-called friends to believe her missing, assumed the name Moralynn, and tagged along with her rescuers for a few years thereafter under the protection and tutelage of Marc Jefferies.

However, Moralynn experiences urges that sometimes compel her to action, and they have lead her to leave her compadres and strike out on her own. She is now riding free upon the winds of fate, but no one knows where her destiny will take her. This does not appear to worry her in the slightest.
PERSONALITY
Moralynn is a child of fate, and knows it. She lets destiny carry her as it will, and floats from experience to experience.
QUOTE
"Is that so? Well, we'll see about that."
TACTICS AND COMBAT NOTES
Moralynn is a nexus of prophesy or fate, and apparantly cannot die (at least not until her part to play has been fulfilled). Furthermore, she has power over the minds of others, and can compel both other people as well as supernatural entities to comply with her will. She also has a minor ability to "stare down" those who seek to contend with her, which is sometimes sufficient to cow those who would obstruct her.
CAMPAIGN USE
Moralynn has a destiny that has yet to be revealed. Her abilities are mysterious, their origin moreso, but it is apparant to those with Supernatural Awareness that she is not normal and has some part to play in the events of the world.

Moralynn Killer Shrike
SPEED CHART DEX 8 SPD 2 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 2 2 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 5   
  BODY STUN END
MAXIMUM 10 20 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 2m [4m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
COMBAT SKILL LEVELS
+1 with Pistols
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 2 2
MENTAL 5 5
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 4d6 +/- 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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