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Sabrina Panpiper
Char  Total  Base  Cost  Roll  Notes 
STR 9 10 -1 11-   HTH Damage 2d6-1 END [1]
DEX 10 10 0 11-  
CON 9 10 -1 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 5 3 10
OMCV 3 3 0
DMCV 5 3 6
SPD 3 2.0 10 Phases: 4, 8, 12
           
PD 3 2 1 3 PD (0 rPD)
ED 3 2 1 3 ED (0 rED)
REC 6 4 2
END 30 20 2
BODY 10 10 0
STUN 22 20 1
           
Running 12m 12 0
Swimming 4m 4 0
Leaping 2m 4 -1 39 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
10 Distinctive Features: Psychic (Not Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
15 Psychological Complication: Driven To Follow Vision Quests To Conclusion (Common; Strong)
10 Psychological Complication: Haunted by nightmares. Cannot always be sure they are not prophetic. (Common; Moderate)
10 Psychological Complication: Paranoid (Common; Moderate)
5 Social Complication: Given to outbursts of prophetic warnings Infrequently, Minor
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Sabrina Panpiper
SKILLS
Cost  Name
2 +2 with Psychic Blast
4 +2 with 9mm Glock Automatic
2 Deduction 10-
3 PS: Hunter 12-
3 Scholar
2 1) KS: Other Hunters (3 Active Points) 12-
3 2) KS: Supernatural World (4 Active Points) 13-
2 3) KS: World Mythologies (3 Active Points) 12-
1 WF: Handguns
22 Total Skills Cost
PERKS
Cost  Name
1 Permits: Supernatural Hunter License
3 Contact Pool (6)
2 Equipment Pool (10)
11 Psychic Pool (36) (plus Character Creation Resource Points)
2 Psychic Aura : Positive Reputation: Very Powerful Psychic (Those With Supernatural Awareness That Can See Her) 14-, +2/+2d6
19 Total Perks Cost
TALENTS
Cost  Name
3 Beautiful : +1/+1d6 Striking Appearance (vs. all characters)
12 Prescient Avoidance : Combat Luck (6 PD/6 ED)
5 Alert
Notes: A character with this ability is very difficult to surprise. In any situation where they would normally be surprised due to being asleep or unaware of a foe due to some circumstance, the character gets to make a special Perception check to avoid being surprised even if their lack of awareness is caused by a previously failed Perception check. This special Alert Perception check cannot be reduced to less than a 10- roll regardless of penalties; however if it is failed the character suffers the normal outcome of being surprised with no further chances to avoid it.
10 Supernatural Awareness
15 Supernatural Resistance: 5
45 Total Talents Cost

Sabrina Panpiper
Psychic Pool (36/36)
1) Psychic Translation : Universal Translator 18- (26 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Unified Power (Psionic Powers; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: Real Cost: 8
6
2) Psychic Seer : Precognitive, Retrocognitive Clairsentience (Sight Group And Normal Hearing), Discriminatory (70 Active Points); Extra Time (5 Minutes, Character May Take No Other Actions, -2 1/4), No Conscious Control (-2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; Invokes a trance like state; -1 1/2), Side Effects, Always Occurs (Occurs When Vision Is Over; Physically exhausted and confused afterwards (half DCV, etc., several minutes to recover); -1 1/2), Blackout (-1/2), Vague and Unclear (Just what information is revealed is not entirely under the character's control; -1/2), Unified Power (Psionic Powers; -1/4)
Notes: Real Cost: 7
7
3) Psychic Blast : Mental Blast 4d6+1 (Supernatural class of minds), Does EGO Damage (APG 106) (1: 0, 2-5: 1, 6: 2; +1/2) (64 Active Points); Only vs Those With Supernatural Awareness (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Unified Power (Psionic Powers; -1/4)
Notes: Real Cost: 21
6

Equipment Pool (10/10)
1) 9mm Glock Automatic : Killing Attack - Ranged 2d6-1 (31 Active Points); STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), 4 clips of 16 Charges (+1/4)
Notes: Real Cost: 9 Points
[16]
2) Cell Phone - Reliable :
Notes: Real Cost: 1

Contacts Pool (6/6)
1) Hunters : Contact: Various Hunters In Sabrina's Professional Network (Contact has significant Contacts of their own, Contact has very useful Skills or resources, Contact limited by availability, Favors Owed In Return), Group Contact (x3) (6 Active Points) 8-

Sabrina Panpiper
APPEARANCE
Height:   5' 9" Hair:  Black
Weight:  138 lbs Eyes:  Steel Grey
Sabrina is a porcelain raveness who stands out in a crowd; there's just something compelling about her that draws the eye and something about her presense that makes it clear she is not to be trifled with. She has relatively long, often disheveled black hair, piercing steel grey eyes, and a tendency to look into one's soul. It can be a bit freaky to many, and strangely seductive to a few. Sabina does turn heads, she is very attractive to look at, but those thinking she's just a pretty face get nowhere. Good manners and a good aura go a long way with her.
BACKGROUND
Sabrina might have grown up as a 'nice' girl if it wasn't for the fact that she could see things other people couldn't, and It's hard to take an authority figure seriously when they are oblivious to a reality as plain as day. And so Sabrina was thought of as a problem child and treated accordingly. Her lucky break came when her parents, quite beside themselves with their little hellion, sent her to a Catholic school for girls run by a nunnery. It was fortunate because the nuns knew there was more to the world than most could see, and they recognized that Sabrina could in fact see these things. Rather than being told to behave, her gifts were respected, and Sabrina's rebellion instantly melted away. She took to her studies, both traditional, as well as those of a more esoteric bent, as the nuns taught her what they might about the world of the supernatural and how to use her gifts.

Those school days are a good bit behind Sabrina now, she was only with the nuns a few years. But she learned a self control from them which lasted into college years, and only rarely does the rebellious hellion now manifest itself but her fiery spirit is still there beneath her calm appearance.

Sabrina's gifts are not always a boon to her, indeed her trance visions seem much like a curse, typically starting as would an epileptic fit. Usually that will subside as she remains in a state of unconsious trance for several minutes. She eventually wakes, sometimes violently or not depending upon the visions she has seen; but always feeling tormented and drained. Her visions reveal clues as to those in need of help, tides of danger, revealing glimpses into past events, portents of the future, and hints to perplexing mysteries. Sabrina does not know where these visions come from as she has no control over them, but they are usually helpful, though unfortunately almost always unpleasant for Sabrina.
PERSONALITY
Sabrina hunts and otherwise helps hunters as much out of self preservation as a sense of duty or for bounties. For if she does not work to stop the terrible things revealed to her by her visions, they only get worse. She is most at peace, and therefore happiness, after seeing a thread of visions through to their end.
QUOTE
"Wait!......I've seen this place before. Great danger lurks within....Jimmy, you should not cross the threshold of the back door....that's all I can remember"
TACTICS AND COMBAT NOTES
Sabrina is the sensitive of the group, 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 is a fair shot, and has an instinctive precience that allows her to avoid harm more often than not. Her powerful psychic potential offers her protection from the Supernatural, and she is actually safer facing a zombie than a street punk with a gun.

Her 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. Many who can sense her aura are wary of her, as they don't know what she can do and don't want to have to find out.
CAMPAIGN USE
Sabrina's visions can easily be prophetic and are an ideal adventure seed. Any manner of clue can be passed to the players through either her visions or her Supernatural Awareness.

Sabrina Panpiper
SPEED CHART DEX 10 SPD 3 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3 3 0 0
RESISTANT 0 0    
FATIGUE & HEALTH REC 6   
  BODY STUN END
MAXIMUM 10 22 30
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m [24m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 2m
V. Leap (2m) 1m
COMBAT SKILL LEVELS
+2 with 9mm Glock Automatic
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 5
MENTAL 3 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 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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