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Alyssa Meeks Killer Shrike
Char  Total  Base  Cost  Roll  Notes 
STR 8 10 -2 11-   HTH Damage 1 1/2d6 END [1]
DEX 13 10 6 12-  
CON 10 10 0 11-  
INT 18 10 8 13-   PER Roll 13-
EGO 13 10 3 12-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 3 3 0
DCV 3 3 0
OMCV 3 3 0
DMCV 4 3 3
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 14m 12 2
Swimming 4m 4 0
Leaping 4m 4 0 26 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Negative Reputation: Nosy Reporter, Frequently (Hunter Society)
5 Negative Reputation: Practically Useless In Combat, Infrequently
15 Psychological Complication: Obsessed With Learning About The Supernatural (Common; Strong)
10 Psychological Complication: Story-hound (Uncommon; Strong)
10 Section M Watch List; Hunted: FBI: Section M Infrequently (Mo Pow; NCI; Watching )
5 Unluck: 1d6
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Alyssa Meeks Killer Shrike
SKILLS
Cost  Name
3 Cop's Daughter
2 1) Combat Driving 12-
2 2) Deduction 13-
2 3) Interrogation 12-
2 4) Security Systems 13-
2 5) Streetwise 12-
1 6) WF: Small Arms
3 Investigative Reporter
2 1) Acting 12-
2 2) Bribery 12-
2 3) CK: Campaign City 13-
2 4) Charm 12-
2 5) Conversation 12-
2 6) KS: Journalism 13-
2 7) PS: Reporter 13-
2 8) PS: Researcher 13-
2 9) Shadowing 13-
2 10) Stealth 12-
2 11) Systems Operation (Recording / Camera Devices) 13-
2 12) Tracking 13-
1 KS: Supernatural World 8-
42 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Evasive
5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 2) Hard To Hold On To: 1/2 Phase, +0 OCV, +0 DCV, 28 STR
10 Total Fighting Skills Cost
PERKS
Cost  Name
9 Contacts & Followers Pool (18)
4 Equipment Pool (20)
2 Permits: Journalists License, Supernatural Hunter License
29 Professional Pool (54) (plus Character Creation Resource Points)
3 Vehicles & Base Pool (6)
47 Total Perks Cost

Alyssa Meeks Killer Shrike
Professional Pool (54/54)
1) +1 Overall
Notes: Real Cost: 10
2) Miraculous Survival: 1
Notes: Real Cost: 5
3) Professional Edge: 2 (Professional Edge: a character with this ability can force a re-roll once per session per level per segment. This can affect one of their own rolls, or the roll of an opponent in the same scene that would negatively impact the character. Any kind of dice roll, including 3d6 resolutions, damage, and effect rolls can be selected. If an opponent being forced to re-roll also has a level of Professional Edge available, they can expend a level to cancel the affect and thus avoid having to re-roll.)
Notes: Real Cost: 2
4) Lucky Clue: 1 (the player of a character with this ability can demand that the GM provide them with one solid clue or lead per usage per session, sufficient to allow the character to move on to the next scene. The proferred clue can take the form of reminding the player out of character of various things that have already been revealed but were not picked up on, or a little deus ex machina in game as the current scene progresses, as the GM prefers.)
Notes: Real Cost: 8
5) Not Really Desolid : Affects Physical World (+2) for up to 8 Active Points of Strength (16 Active Points)
Notes: Real Cost: 16
2
6) Lucky Evasion : Desolidification (affected by Luck) (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Restrainable (-1/2), 3 Continuing Charges lasting 1 Minute each (-1/2), Not Really Desolid; Lucky Miss SFX (-1/2)
Notes: Real Cost: 13
[3 cc]

Equipment Pool (20/20)
1) 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
[8]
2) Custom Pistol Grip : +1 with Attached Pistol; OAF (S&W 625 .45 ACP Revolver; -1)
Notes: Real Cost: 2
3) High-end Photography Equipment : (Telephoto Lenses (+4 vs Range Modifier))
Notes: Real Cost: 3
4) Recording Devices
Notes: Real Cost: 5
5) Flashlight : (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
Notes: Real Cost: 2
6) Cell Phone - Reliable :
Notes: Real Cost: 1

Contacts & Followers (18/18)
1) Contact: Information Network (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Network (x3) 11-
Notes: Real Cost: 18

Vehicle Pool (6/6)
1) Aging BMW Roadster
Notes: Real Cost: 6

Alyssa Meeks Killer Shrike
APPEARANCE
Height:   5' 9" Hair:  Dirty Blonde
Weight:  175 lbs Eyes:  Dark Brown
Alyssa is Nancy Drew at age 30-something. She wears sensible professional clothes, nothing too feminine or showy, and practical shoes, puts on the minimum amount of makeup to get by, and has a kind of wholesome look that some find quite appealing.
BACKGROUND
Alyssa was raised by a tough but fair police detective who died on the job after 29 years on the force, and a mousy house wife mother who succumbed to cancer and grief soon after her husband was put in the ground.

As a young girl Alyssa loved Nancy Drew style mystery books. She played at being a sleuth and dreamed of following in her father's footsteps, but her daddy forbade it. So instead she did the next best thing and became an investigative reporter.

And she was good at it. Editor of her high school newspaper, got a (small) scholarship to attend a respectable broadcast and print media program at Northwestern, and editor again of the college rag...it seemed like her future in journalism was assured.

Unfortunately, print media was in its death throes and there was no great demand for her services when she graduated college; she was several decades too late. Alyssa tried to transition to television news, but there was a lack of interest in a hard hitting news reporter who looked about as ferocious as a kitten and she could never get a shot.

So, much to her chagrin Alyssa found herself scraping the bottom of the barrel and working freelance for the National Incredulist and similar rags. Alyssa cranked out her share of fake celebrity scandals and other such pap, but had no interest in it...she eventually turned to writing "bizarre spectacle" type stories out of boredom where she could at least inject a sense of versimilitude with her Edward R Murrow style of old-school journalism...and they turned out to be a bit of a hit. As a result, she started getting assignments from the various rags to see what she could make of specific hooks and leads.

At first she went through the motions of investigating them just enough to provide her some grist for her writing process...but pretty soon she began to be able to discern between total bullshit and hey wait a second something doesn't add up here. Her next step was to actually go out into the field and directly investigate some of the more compelling stories...and this inevitably led to her first contact with the supernatural; an enclave of subterranean lizard people living in a cave complex under Van Nuys. After that there was no going back.

Having met some Hunters along the way (though she didn't know what they were at the time), and having seen enough clues here and there over the course of several years she began to piece together a distorted awareness of the existence of the supernatural, her stories became increasingly closer to uncomforable truths than the enforcers of the Accords could abide.

This finally mandated a visit from a couple of agents from Section M. The agents initially tried to recruit Alyssa to join Section M's analyst pool, but Alyssa was quite cross about the sheer audacity of the "ongoing conspiracy to conceal the truth" and similar high-sounding folderol...In response Agent Brant showed Alyssa a consise pictorial history of the worst cases in the Bureau's files and deflated her dangerous idealism before it got her removed from the equation as an unacceptable secrecy risk.

Alyssa still turned down the job offer, deteremined to find things out for herself. Agent Brant was kind enough to put her in contact with Wayne Wales, and though he had his doubts about the upside of it Wayne introduced Alyssa to Hunter culture and has taken her under his wing. Alyssa still turns out enough story material to make a living, though carefully edited to avoid any Accords violations, but now her first interest is in getting to the bottom of this strange new world she has discovered.
PERSONALITY
Alyssa is a true "information should be free" idealist, though she has been well advised that the particular information she has stumbled across will get her killed if she tries to loose it upon the world. Luckily, the one part of her personality that is even more dominant than the drive to reveal things to others, is the desire to know things for herself. And that is what drives her now...she wants to know literally everything she can learn about the supernatural world.
QUOTE
"I smell a story here and I want to get to the bottom of it...even if I can't publish it."
TACTICS AND COMBAT NOTES
Alyssa is best at getting to the bottom of things...and she seems to have an uncanny knack for improbably surviving the process of doing so.

Alyssa knows she isn't a combatant and unabashedly goes into evasion mode whenever violence breaks out. She has earned a deserved reputation as being useless in a fight, and feels no shame about it. However, her daddy did drill her on enough technique to protect herself, and she knows how to shoot her gun if she has to. If she thinks it is warranted and will do any good she'll put a round or two into a baddie...but otherwise she leaves that sort of thing to more qualified individuals.
CAMPAIGN USE
Alyssa is an excellent information gatherer and facilitator for a team of Hunters, but she can't take down real threats on her own.

Alyssa Meeks Killer Shrike
SPEED CHART DEX 13 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) 14m [28m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m
V. Leap (2m) 2m
COMBAT SKILL LEVELS
+1 Overall
+1 with Attached Pistol; OAF (S&W 625 .45 ACP Revolver; -1)
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3 3
MENTAL 3 4
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 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
5 Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
5 Hard To Hold On To 1/2 +0 +0 28 STR
10 Total Cost of Fighting Skills

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